Virtual character control method and device, storage medium and electronic device
By controlling virtual characters to move in virtual scenes and collide with other characters in the game, and adding debuffs, the problem of simple combat skills of virtual characters is solved, which improves the user's gaming experience and the diversity of attack methods.
Patent Information
- Application Number
- CN202311441855.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-31
- Publication Date
- 2026-02-10
- Estimated Expiration
- 2043-10-31
AI Technical Summary
The combat skills between virtual characters in existing games are simple, the attack range is limited, and the interaction process is monotonous, resulting in a low user gaming experience.
By providing a graphical user interface through terminal devices, users can control virtual characters to move in virtual scenes through operation controls, causing the target virtual character to collide with other virtual characters of hostile or neutral factions and adding debuffs, thus enhancing the diversity of attack methods.
It enhances the user's gaming experience, provides richer and more interesting gameplay, and improves attack range and interactive effects.
Smart Images

Figure CN119909376B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of gaming, and more specifically, to a method, apparatus, storage medium, and electronic device for controlling a virtual character. Background Technology
[0002] Currently, in game scenarios, the combat skills between virtual characters are relatively simple. When players control virtual characters to attack other virtual characters, they generally act directly on other virtual characters, with limited attack range and a relatively simple interaction process, which makes it difficult to satisfy users' gaming experience.
[0003] There is currently no effective solution to the above problems. Summary of the Invention
[0004] This disclosure provides at least some embodiments of a method for controlling a virtual character, in order to at least address the technical problem of low user gaming experience in related technologies.
[0005] According to one embodiment of this disclosure, a method for controlling a virtual character is provided. A graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of a virtual scene, a first virtual character, multiple second virtual characters, and multiple operation controls. The method includes: responding to a first touch operation applied to a first operation control among the multiple operation controls; determining a target virtual character among the multiple second virtual characters based on the character information of the first virtual character; controlling the target virtual character to move within the virtual scene, causing the target virtual character to collide with other virtual characters among the multiple second virtual characters, wherein the other virtual characters belong to the opposing or neutral faction of the first virtual character; and controlling the target virtual character and / or the other virtual characters involved in the collision to receive debuffs.
[0006] According to one embodiment of this disclosure, a control device for a virtual character is also provided. A graphical user interface is provided via a terminal device. The graphical user interface displays at least a portion of a virtual scene, a first virtual character, multiple second virtual characters, and multiple operation controls. The device includes: a determination module, configured to respond to a first touch operation applied to a first operation control among the multiple operation controls, and determine a target virtual character among the multiple second virtual characters based on the character information of the first virtual character; a movement control module, configured to control the target virtual character to move within the virtual scene, causing the target virtual character to collide with other virtual characters among the multiple second virtual characters, wherein the other virtual characters belong to the hostile or neutral faction of the first virtual character; and an effect control module, configured to add debuffs to the target virtual character and / or other virtual characters involved in the collision.
[0007] According to one embodiment of this disclosure, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the control method of the virtual character in any of the preceding claims when running.
[0008] According to one embodiment of this disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the control method for the virtual character in any of the preceding claims.
[0009] Through the above steps, the system first responds to a first touch operation on a first control among multiple control operations. Based on the character information of the first virtual character, a target virtual character among multiple second virtual characters is determined. The target virtual character is then controlled to move within the virtual scene, causing it to collide with other virtual characters among the multiple second virtual characters, where the other virtual characters belong to the opposing or neutral faction of the first virtual character. Debuffs are then applied to the colliding target virtual character and / or other colliding virtual characters, thereby enhancing the user's gaming experience. It is noteworthy that users can control the target virtual character to move within the virtual scene, causing it to collide with other virtual characters and thus applying debuffs to the target virtual character and / or other virtual characters. This increases the attack range and provides users with richer and more engaging gameplay options to attack virtual characters, enhancing the user's gaming experience and thus resolving the technical problem of low user gaming experience in related technologies. Attached Figure Description
[0010] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this application, illustrate exemplary embodiments of the present disclosure and are used to explain the disclosure, but do not constitute an undue limitation thereof. In the drawings:
[0011] Figure 1 This is a hardware structure block diagram of a mobile terminal for a virtual character control method according to an embodiment of the present disclosure;
[0012] Figure 2 This is a flowchart of a method for controlling a virtual character according to one embodiment of the present disclosure;
[0013] Figure 3 This is a schematic diagram of a sector range according to an embodiment of the present disclosure;
[0014] Figure 4 This is a schematic diagram of a wire pulling state according to an embodiment of the present disclosure;
[0015] Figure 5This is an interactive schematic diagram according to an embodiment of the present disclosure;
[0016] Figure 6 This is another interactive schematic diagram according to an embodiment of the present disclosure;
[0017] Figure 7 This is yet another interactive schematic diagram according to an embodiment of the present disclosure;
[0018] Figure 8 This is a schematic diagram of a game operation according to an embodiment of the present disclosure;
[0019] Figure 9 This is another game operation diagram according to an embodiment of the present disclosure;
[0020] Figure 10 This is a structural block diagram of a control device for a virtual character according to one embodiment of the present disclosure;
[0021] Figure 11 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Detailed Implementation
[0022] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0023] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0024] In one possible implementation, the inventors, after practice and careful research, found that the game interaction methods commonly used in the gaming field still suffer from a low user gaming experience. Therefore, this disclosure proposes a method for controlling a virtual character. The technical concept involves controlling a target virtual character to move within a virtual scene, causing the target virtual character to collide with other virtual characters, thereby adding debuffs to the target virtual character and / or other virtual characters. This provides users with richer and more interesting ways to attack virtual characters, enhancing the user's gaming experience and thus solving the technical problem of a low user gaming experience in related technologies.
[0025] The methods and embodiments described above in this disclosure can be executed on mobile terminals, computer terminals, or similar computing devices. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 1 This is a hardware structure block diagram of a mobile terminal according to an embodiment of the present disclosure of a virtual character control method. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the diagram. Processor 102 (processor 102 may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data. In one embodiment of this disclosure, it may also include: input / output device 108 and display device 110.
[0026] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0027] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0028] According to one embodiment of this disclosure, an embodiment of a method for controlling a virtual character is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0029] In one possible implementation, this disclosure provides a method for controlling a virtual character, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 2 This is a flowchart of a virtual character control method according to one embodiment of the present disclosure. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes at least a portion of a virtual scene, a first virtual character, multiple second virtual characters, and multiple operation controls, such as... Figure 2 As shown, the method includes the following steps:
[0030] Step S202: In response to a first touch operation applied to a first operation control among multiple operation controls, a target virtual character among multiple second virtual characters is determined based on the character information of the first virtual character.
[0031] The aforementioned first operation control can be a control used to release active skills. There can be one or more first operation controls. When there are multiple first operation controls, different first operation controls are used to release different active skills. The active skills that the first operation control can release are set according to the actual situation. For example, the active skill can be to pull the target virtual character closer to collide with other virtual characters, or it can be to push the target virtual character away to collide with other virtual characters.
[0032] At least some of the aforementioned virtual scenes can be game scenes.
[0033] The aforementioned first virtual character can be a character controlled by the user, and the character information of the aforementioned first virtual character can be information used to determine the target virtual character. The character information includes, but is not limited to, the name, faction information, current position, and current orientation of the first virtual character.
[0034] The aforementioned first touch operation can be an action performed by the user on the first control, indicating that the user wishes to unleash an active skill. Optionally, the first touch operation includes, but is not limited to, clicking, swiping, dragging, and long-pressing the first control; no limitations are placed on the first touch operation here.
[0035] The aforementioned multiple second virtual characters can be virtual characters in the game scene other than the first virtual character. Since the skill release range of active skills is usually limited, the multiple second virtual characters can be characters in the game scene that are within the skill release range.
[0036] The aforementioned target virtual character can be a virtual character that the user wants to attack in the game scene, or it can be a pre-set NPC (Non-Player Character) in the game scene.
[0037] In one optional embodiment, a user can operate the first operation control to release an active skill while controlling the first virtual character to run or move; the user can also operate the first operation control to release an active skill while the first virtual character is stationary. Upon detecting a first touch operation by the user on the first operation control, it can be determined that the user wishes to release the active skill corresponding to the first operation control. Therefore, based on the character information of the user-controlled first virtual character, a virtual character that meets the active skill conditions can be determined to obtain the target virtual character. For example, if the active skill involves bringing the target virtual character closer to collide with other virtual characters, then the virtual characters within a fan-shaped area in front of the first virtual character can be identified as the target virtual character; if the active skill involves pushing the target virtual character further away to collide with other virtual characters, then the virtual character hit by the active skill can be identified as the target virtual character.
[0038] Step S204: Control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters among the multiple second virtual characters besides the target virtual character;
[0039] Among them, the other virtual characters belong to the opposing or neutral faction of the first virtual character.
[0040] The aforementioned hostile factions represent the faction to which the first virtual character belongs when attacking another virtual character. The first virtual character wins the game by defeating a virtual character from the hostile faction. The aforementioned neutral factions represent the faction to which non-player characters in the game scene belong.
[0041] The aforementioned movement can refer to controlling the target virtual character to move closer to the first virtual character in the virtual scene, or controlling the target virtual character to move away from the first virtual character in the virtual scene, or controlling the target virtual character to move in a specific direction in the virtual scene. There is no limitation on the specific movement method here, and it can be set according to the active skill released by the first operation control.
[0042] In one optional embodiment, after the user operates the first operation control, the target virtual character can be directly controlled to move according to the active skill released by the first operation control. Since there are other virtual characters around the target virtual character at this time, the target virtual character will collide with other virtual characters during the movement, thereby achieving the purpose of attacking the virtual characters of the opposing faction.
[0043] In another optional embodiment, when the target virtual character is the first virtual character to be attacked, the target virtual character can be controlled to move and collide with non-player characters. At this time, the other virtual characters are non-player characters, thereby achieving the purpose of attacking the target virtual character; when the target virtual character is the first virtual character to be attacked, the target virtual character can be controlled to move and collide with other virtual characters to be attacked, thereby achieving the purpose of attacking the target virtual character and other virtual characters simultaneously; when the target virtual character is a non-player character, the target virtual character can be controlled to move and collide with other virtual characters to be attacked, thereby achieving the purpose of attacking other virtual characters.
[0044] Step S206: Control the target virtual character and / or other virtual characters that collide with the target virtual character to add debuff effects.
[0045] The aforementioned debuffs refer to effects that negatively impact players or characters. These debuffs can reduce a character's attributes, abilities, or status, making them more vulnerable in the game and less able to cope with enemies or other challenges. Debuffs can include, but are not limited to, attribute reductions, status effects, time limits, and enemy enhancements. Different debuffs can be added based on the virtual character's faction. For example, all debuffs can be added to virtual characters of the opposing faction, while for neutral virtual characters, since they do not affect the game itself and may not even attack other factions, only certain debuffs can be added, such as only status effects or only time limits.
[0046] Debuffs that reduce attributes can lower a character's attack power, defense, health, or other attributes, making them more vulnerable to damage or unable to effectively harm enemies in combat. Status effects can inflict specific statuses on a character, such as poison, weakness, or entanglement, negatively impacting their abilities, such as reducing movement speed, lowering attack power, or restricting the use of certain skills. Time-limited debuffs negatively affect a character for a certain period; for example, a character might be silenced for a period, unable to use skills, or suffer continuous damage until the effect disappears or is removed. Enemy-enhancing debuffs can also negatively impact a character by enhancing the abilities of enemies.
[0047] In one optional embodiment, debuffs can be added to the target virtual character and other virtual characters according to the settings of the active skill. For example, if the active skill is to bring the target virtual character closer to other virtual characters so that they collide, then debuffs can be added to the other virtual characters; if the active skill is to push the target virtual character away so that they collide with other virtual characters, then debuffs can be added to the target virtual character first, and then to the other virtual characters after the target virtual character collides with other virtual characters.
[0048] In another alternative embodiment, collisions can be caused to the target virtual character and / or other virtual characters by controlling the target virtual character to move in the virtual scene, thereby causing damage to the target virtual character and / or other virtual characters and achieving the purpose of attacking the target virtual character and / or other virtual characters. By pulling the characters, collisions can be caused between the characters, thereby killing the enemy characters and improving the user experience.
[0049] The first virtual character mentioned above can be a ranged attack type, Möbius. When the active skill released by the first operation control is to push the target virtual character away and collide with other virtual characters, the target virtual character mentioned above can be Sirius or an NPC in the game scene.
[0050] In one alternative embodiment, during the pursuit, Möbius can use NPCs within the game scene as resources or mediums for long-range attacks. Sirius can be an enemy character of Möbius. From Möbius's perspective, the user can push Sirius away in the virtual scene to collide with the NPC, thereby causing damage, slowing, or stunning effects to Sirius. The user can also push NPCs away in the virtual scene from Möbius's perspective to collide with Sirius, adding a stun debuff to the NPC and adding damage, slowing, and stunning effects to Sirius after the collision.
[0051] In another alternative embodiment, collisions cannot occur when other Möbius members, i.e., the Puppet Princess's teammates, repel enemies; alternatively, no debuffs will occur if other Möbius members collide.
[0052] When the active skill released by the first operation control is to pull the target virtual character closer to collide with other virtual characters, the aforementioned target virtual character can be an NPC.
[0053] In one alternative embodiment, Möbius can pull NPCs in the game scene closer during the pursuit so that Sirius can collide with them, and can add effects such as damage, slowing, and stun to Sirius after the collision.
[0054] Through the above steps, the system first responds to a first touch operation on a first control among multiple control operations. Based on the character information of the first virtual character, a target virtual character among multiple second virtual characters is determined. The target virtual character is then controlled to move within the virtual scene, causing it to collide with other virtual characters among the multiple second virtual characters, where the other virtual characters belong to the opposing or neutral faction of the first virtual character. Debuffs are then applied to the colliding target virtual character and / or other colliding virtual characters, thereby enhancing the user's gaming experience. It is noteworthy that users can control the target virtual character to move within the virtual scene, causing it to collide with other virtual characters and thus applying debuffs to the target virtual character and / or other virtual characters. This increases the attack range and provides users with richer and more engaging gameplay options to attack virtual characters, enhancing the user's gaming experience and thus resolving the technical problem of low user gaming experience in related technologies.
[0055] Optionally, the first operation control includes a first sub-operation control; based on the role information of the first virtual character, determining the target virtual character among multiple second virtual characters includes: obtaining the first control parameter corresponding to the first sub-operation control, and the orientation information contained in the role information of the first virtual character; based on the orientation information and the first control parameter, determining the first operation range corresponding to the first sub-operation control; and selecting the target virtual character located within the first operation range from multiple second virtual characters.
[0056] The first sub-operation control mentioned above can be a control used to release an active skill that pulls the target virtual character closer.
[0057] The first control parameter mentioned above can be a control parameter used to determine the first operating range. For example, if the first operating range is a fan-shaped area, the first control parameter can be the angle of the fan-shaped area, and the orientation information mentioned above can be the direction that the face of the first virtual character is facing.
[0058] In one optional embodiment, the direction of the first operating range can be determined based on orientation information, and the size of the first operating range can be determined based on the first control parameters. Further, after determining the first operating range, multiple second virtual characters can be filtered based on the first operating range to obtain virtual characters located within the first operating range. Then, the target virtual character can be determined according to the character faction between the virtual character and the first virtual character, wherein the target virtual character belongs to the neutral faction.
[0059] In another alternative embodiment, once a target virtual character is identified, the target virtual character can be connected to a first virtual character to allow for actions such as pulling the target virtual character closer, engaging in close combat, or pushing it away, thereby enhancing the user's gaming experience.
[0060] For example, a fan-shaped area pull skill can be released through the first sub-operation control. This fan-shaped area pull skill can be divided into two steps. After activating the fan-shaped area pull skill, you can enter the first step, which is to connect the target virtual character and the first virtual character. After a short time, you will automatically enter the next step, which is to pull the target virtual character closer. The skill reuse type is changed to the energy storage type. The first virtual character can be the Puppet Princess, the target virtual character can be an NPC, and other virtual characters can be Sirius.
[0061] Optionally, selecting a target virtual character within the first operation range from multiple second virtual characters includes: selecting an initial virtual character within the first operation range from multiple second virtual characters; determining a target virtual character based on the character state and character faction of the initial virtual character, wherein the character state of the target virtual character is a preset state, and the character faction of the target virtual character is a neutral faction.
[0062] The character states mentioned above include, but are not limited to, fleeing, running, and standing still. These character states are only examples and can be set according to specific game scenarios.
[0063] When a virtual character is in a dynamic state such as fleeing or running, it is impossible to connect to it. Therefore, the aforementioned preset state can be any state other than fleeing or running, such as a stationary state. When determining a target virtual character that can be connected, it is necessary to consider the initial virtual character's state so that the initial virtual character's state corresponds to the faction of the virtual character to which the first virtual character can perform skill operations.
[0064] In the game scene, players can connect to other players in a fan-shaped area in front of the first virtual character. Players who are running or fleeing cannot be connected. The fleeing state occurs when a player uses combat-related skills or actions, causing nearby NPCs to panic. The running state is an action stance that greatly increases movement speed. Optionally, this stance can only be used by the player-controlled character; NPCs will not display this stance. Therefore, this stance is an important indicator of whether a character is a player or an NPC.
[0065] The aforementioned character factions include, but are not limited to, allied factions, hostile factions, and neutral factions. When a virtual character is in the same faction as the first virtual character, linking with that virtual character will cause damage to the virtual character in the same faction. Therefore, when determining the target virtual character to link with, it is necessary to consider the initial virtual character's faction to ensure that the target virtual character belongs to the faction of the virtual character to whom the first virtual character can perform skill operations.
[0066] In one alternative embodiment, a virtual character within a first operating range can be operated. Therefore, it is necessary to select an initial virtual character within the first operating range from a plurality of second virtual characters in order to determine the target virtual character based on the initial virtual character.
[0067] In another optional embodiment, during the process of the virtual character being pulled closer, it can be subjected to melee combat, linking, pulling closer, and pushing away. Pulling closer involves two steps: linking and pulling. After the skill is triggered, the target virtual character is first linked, and then pulled closer along the line. Pushing away allows selecting a target virtual character and pushing it a certain distance away. Melee combat is a universal skill for virtual characters; different virtual characters of the same faction possess this ability, which attacks nearby enemies, dealing damage and knocking them back a short distance. At this point, the melee combat is no different from the normal state.
[0068] Optionally, selecting an initial virtual character from a plurality of second virtual characters that is located within a first operating range includes: determining whether a first virtual object exists within the first operating range; in response to the existence of a first virtual object within the first operating range, selecting a virtual character from a plurality of second virtual characters that is located within the first operating range and between the first virtual character and the first virtual object to obtain an initial virtual character.
[0069] The first virtual object mentioned above can be an obstacle, which can be a table, chair, building, etc. in the game scene. There are no restrictions on the first virtual object here.
[0070] In one optional embodiment, it can be determined whether a first virtual object exists within the first operating range. If a first virtual object exists within the first operating range, then the skill needs to be avoided when releasing the skill. Therefore, among multiple second virtual characters, only virtual characters located within the first operating range and between the first virtual character and the first virtual object can be selected.
[0071] Optionally, controlling the target virtual character to move in the virtual scene includes one of the following: controlling the target virtual character to move in the virtual scene in response to the waiting time reaching a preset waiting time; or controlling the target virtual character to move in the virtual scene in response to a second touch operation applied to the first sub-operation control.
[0072] The aforementioned preset waiting time can be a pre-set period of time to wait after the step of selecting the target virtual character is executed, for example, it can be 3 seconds, but it is not limited to this.
[0073] The first touch operation mentioned above can be used to release a link skill, which hits the target virtual character through the link.
[0074] The aforementioned second touch operation can be used to release a string-pulling skill, controlling the target virtual character to move within the virtual scene by pulling the string. Optionally, the second touch operation includes, but is not limited to, clicking, swiping, dragging, and long-pressing the first control; no limitations are placed on the second touch operation here.
[0075] In an alternative embodiment, a configurable switch can be added to configure subsequent interaction methods, which may include a first interaction method and a second interaction method.
[0076] The first interaction method is to control the target virtual character to move in the virtual scene after the preset waiting time has elapsed.
[0077] The second interaction method allows players to transform a link skill into a pull skill after using it. In the following time, players can release the pull skill by performing a second touch operation on the first sub-operation control.
[0078] In one optional embodiment, after controlling the target virtual character to move within the virtual scene using the string-pulling skill, the target virtual character will experience a reduction in movement speed. Furthermore, the virtual character in the string-pulling state will gain a control state. Then, the virtual character in the string-pulling state is quickly dragged a short distance towards the defense line of the first virtual character. After the dragging is complete, the control state can be cleared. The control state can be the effect of the Control of Puppet Princess skill (abbreviated as BUFF).
[0079] Optionally, responding to a second touch operation applied to the first sub-operation control and controlling the virtual character to move in the virtual scene includes: responding to a second touch operation applied to the first sub-operation control, determining a first operation time of the first touch operation and a second operation time of the second touch operation; obtaining the difference between the first operation time and the second operation time to obtain an operation time difference; and controlling the virtual character to move in the virtual scene in response to the operation time difference being within a first operation time period.
[0080] The first operation moment mentioned above can be the moment to release the link skill. The second operation moment mentioned above can be the moment to release the pull skill.
[0081] The operation time difference obtained by the difference between the first operation time and the second operation time is used to determine whether the second touch operation is valid.
[0082] The first operation time period mentioned above can be a preset operation time period, where the first operation time period can be 3 seconds. This value is only an example and is not specifically limited.
[0083] In one optional embodiment, after responding to a second touch operation of the first sub-operation control, the first operation time of the first touch operation and the second operation time of the second touch operation can be determined. The difference between the first operation time and the second operation time can be obtained to determine whether the string-pulling skill is effective based on the operation time difference. If the operation time difference is within the first operation time period, it means that the string-pulling skill is effective. At this time, the virtual character can be controlled to move in the virtual scene. If the operation time difference is within the second operation time period, it means that the string-pulling skill has failed and it is difficult to control the virtual character to move in the virtual scene. Optionally, the target virtual character can be controlled by reconnecting the target virtual character.
[0084] For example, after a player uses the Link skill, they wait 0.6 seconds to avoid rapid tapping within a short period. During this time, the Link skill button changes to Drag. Drag can be clicked within the next 3 seconds. If no Link is established within 3 seconds, Drag will not be used automatically after 3 seconds. After 3 seconds, or after the player uses Link, the Drag skill button reverts to the Link skill button. It should be noted that if there is no Link skill, the Drag skill will not be triggered.
[0085] Step 1: Detect the Puppet Princess's facing direction. Based on this direction, apply a "Link Buff" to all virtual characters within a specified fan-shaped area (excluding Sirius). Virtual characters with the Link Buff will display a connection effect and be linked to the Puppet Princess. The Link Buff lasts for 3 seconds. Figure 3 This is a schematic diagram of a sector range according to an embodiment of the present disclosure, such as... Figure 3As shown, the Puppet Princess can connect to target virtual characters within a fan-shaped area, where the target virtual characters can be NPCs.
[0086] Step two: The string-pulling state after connection can be determined according to the pre-set configuration information. After the string-pulling starts on the virtual character in the fan-shaped area, the Puppet Princess will be affected by the reduced movement speed, and the virtual character in the string-pulling state will gain the Puppet Princess control buff. Then, the controlled virtual character will be dragged quickly a distance in the direction of the Puppet Princess. After the dragging ends, the Puppet Princess control buff will be cleared. Figure 4 This is a schematic diagram of a wire-pulling state according to an embodiment of the present disclosure, such as... Figure 4 As shown, you can pull the string after connecting the dots to drag the target virtual character toward the puppet princess.
[0087] For interaction requirements in game scenarios, the interaction requirements can be set to have a fixed casting direction and virtual character orientation. Figure 5 This is an interactive schematic diagram according to an embodiment of the present disclosure. Figure 6 This is another interactive schematic diagram according to an embodiment of the present disclosure, such as... Figure 5 and Figure 6 As shown, when the virtual character faces left, the skill's casting direction is also to the left; when the virtual character faces right, the skill's casting direction is also to the right. The skill's casting direction is always fixed with the virtual character's facing direction and is not related to the camera's facing direction in the game scene. Figure 7 This is another interactive schematic diagram according to an embodiment of the present disclosure, such as... Figure 7 As shown, when you hold down the skill joystick, you can drag the camera's viewpoint, but it will not change the virtual character's orientation.
[0088] Optionally, controlling the target virtual character to move in the virtual scene includes one of the following: controlling the target virtual character to move in a first target direction, wherein the first target direction is used to represent the direction from the target virtual character to the first virtual character; controlling the target virtual character to move in a preset direction, wherein the preset direction is used to represent the direction parallel to the current orientation of the target virtual character.
[0089] The aforementioned first target direction can be a line direction, which can pull the target virtual character closer to the first virtual character's position so that the first virtual character can attack or perform other operations on the target virtual character.
[0090] In one alternative embodiment, the target virtual character can be controlled to move along the first target direction of the pull line in order to pull the target virtual character closer to the position of the first virtual character.
[0091] The preset directions mentioned above can also be flexibly set according to the user's needs; no restrictions are placed on the preset directions here.
[0092] In another alternative embodiment, the target virtual character can be controlled to move in a preset direction so that the target virtual character can move in a direction parallel to the target virtual character's current orientation.
[0093] In another optional embodiment, when the target virtual character is brought closer, there are multiple requirements for the dragging method of the target virtual character. It can be dragged along the connecting line, or the virtual characters in the connecting line can be dragged parallel to each other towards the defense line of the first virtual character. Different methods can be implemented according to the user's needs. Optionally, the choice can be made according to the simplicity of code implementation.
[0094] Optionally, after determining the target virtual character among a plurality of second virtual characters, the method further includes: displaying a connection effect between the first virtual character and the target virtual character during a first duration.
[0095] The first duration segment mentioned above can be set by the user, and can be flexibly set according to the game scenario.
[0096] The above-mentioned connection effect can be the display effect of the connection between the first virtual character and the target virtual character. The specific display method of the connection effect can be customized according to the user's needs, or the specific display method of the connection effect can be the default setting.
[0097] In one optional embodiment, during the first duration period, in order to facilitate the user to check whether the connection is valid, the connection effect can be displayed between the first virtual character and the target virtual character. The user can determine whether the target virtual character has been hit or whether the connection has failed based on the connection effect displayed between the first virtual character and the target virtual character.
[0098] Using characters in a game scene as an example, the system detects virtual game characters within a specified fan-shaped area in the direction the character is facing. Except for Sirius, other virtual characters can be given a link buff. Virtual characters with the link buff and a link effect appear on them are linked to the puppet princess of the first virtual character. If the link hits at least one target, the link skill of the first virtual character becomes a string-pulling skill, which lasts for a period of time. The duration can be set by the user according to their needs.
[0099] Optionally, the first operation control includes a second sub-operation control; based on the role information of the first virtual character, determining the target virtual character among multiple second virtual characters includes: obtaining the second control parameter corresponding to the second sub-operation control, and the orientation information contained in the role information of the first virtual character; controlling the second virtual object to move in the virtual scene based on the orientation information and the second control parameter; selecting the virtual character that collides with the second virtual object from among the multiple second virtual characters to obtain the target virtual character.
[0100] The aforementioned second sub-operation control can be a control for releasing an active skill that pushes the target virtual character away. Specifically, the active skill can launch a virtual object so that the virtual object hits the target virtual character and pushes the target virtual character away. Therefore, it can be called playing billiards.
[0101] The second control parameter mentioned above can be a control parameter used to indicate the activation of the skill. For example, it can be a parameter such as the size of the launched virtual object, its flight speed, and its flight time. It can be configured separately according to actual needs.
[0102] The second virtual object mentioned above can be a pre-designed virtual object or a collision object. The collision object can be a mechanical giant arm. This is only an example and is not specifically limited.
[0103] In one optional embodiment, after determining the second control parameter, the flight direction of the second virtual object can be determined based on the orientation information, and the second virtual object can be controlled to fly along the flight direction in the virtual scene according to the second control parameter so as to collide with one of the virtual characters in the second virtual role, and the virtual character that collides with the second virtual object can be selected as the target virtual character.
[0104] In another alternative embodiment, a mechanical giant arm can be launched in front of the first virtual character. After the mechanical giant arm hits the first virtual character in the arena, it pushes the first virtual character away a certain distance. If the pushed virtual character hits another virtual character, it will also push that virtual character away a certain distance. During the process of being pushed away, the virtual character can be attacked in melee combat or pulled back. It should be noted that during the process of being pushed away, since the virtual character has been pushed away and is out of the first virtual character's combat range, it is difficult for the first virtual character to release a melee attack on the hit virtual character. This skill is mainly used to coordinate with teammates' melee combat. That is, after the first virtual character pushes the enemy away, the first virtual character's teammates can attack the virtual character.
[0105] The button interaction requirements for the second sub-operation control mentioned above can be click-to-release, the spell casting state of the virtual character can be casting while running and moving, the virtual character will be affected by a reduction in movement speed after launching a collision object, and the skill reuse type can be changed to energy storage type.
[0106] Optionally, after the second virtual object is launched, the movement and interaction of the first virtual character can be continued without interruption or impact during the flight of the second virtual object.
[0107] Figure 8 This is a schematic diagram of a game operation according to an embodiment of the present disclosure, such as... Figure 8 As shown, Sirius can be pushed, causing it to collide with the NPC and thus damage Sirius. Figure 9 This is another game operation diagram according to an embodiment of the present disclosure, such as... Figure 9 As shown, you can push the NPC so that it crashes into Sirius, thus damaging Sirius.
[0108] For interaction requirements in the game scene, the interaction method can be the same as that of the first sub-operation control, which will not be elaborated here.
[0109] Optionally, controlling the target virtual character to move in the virtual scene includes one of the following: controlling the target virtual character to move in a second target direction, wherein the second target direction is used to represent the direction from the first virtual character to the target virtual character; or controlling the target virtual character to move in a preset direction.
[0110] The preset direction mentioned above can be configured by the user. The preset direction can be the direction pointed to by the flight direction of the virtual object. There are no restrictions on the preset direction here, and it can be set by the user according to their needs.
[0111] In one alternative embodiment, after the second virtual object hits the target virtual character, it can push the target virtual character to move in the direction of the second target, that is, it can push the target virtual character away; it can also control the target virtual character to move in a preset direction.
[0112] Optionally, in the process of controlling the target virtual character to move in the virtual scene, the method further includes: in response to the target virtual character colliding with other virtual characters, controlling the target virtual character to stop moving, and controlling other virtual characters to move in the virtual scene.
[0113] In one alternative embodiment, if the target virtual character collides with other virtual characters while controlling the target virtual character to move in the virtual scene, the debuff effect acting on the target virtual character can be transferred to other virtual characters, and the other virtual characters can be controlled to move in the virtual scene.
[0114] For example, after a collision hits the first target, the first target gains the Puppet Princess Control buff and is knocked back a distance along the direction of the collision. If the target is knocked back and then collides with another target, it will stop, the Puppet Princess Control buff will be removed, and then the collided target will gain the Puppet Princess Control buff and be knocked back a distance along the direction of the collision. This cycle continues until any target collides with the terrain. This is just an example and is not intended to limit the scope of the collision.
[0115] Optionally, controlling the target virtual character to move in the virtual scene includes: controlling the target virtual character to move a preset distance in the virtual scene at a preset movement speed.
[0116] The aforementioned preset movement speed can be the movement speed of the second virtual object in the virtual scene. The preset movement speed can also be the movement speed that the user sets in advance according to actual needs.
[0117] The preset distance mentioned above can be set according to the user's actual needs; there is no limitation on the preset distance here.
[0118] In one optional embodiment, the target virtual character can be controlled to move a preset distance in the virtual scene at a preset movement speed. The preset distance represents the distance the target virtual character moves away from the virtual scene.
[0119] Optionally, control the target virtual character and / or other virtual characters involved in the collision to add debuffs, including: during the second duration, control the target virtual character and / or other virtual characters to add debuffs; in response to the target virtual character having added debuffs, control the state of the target virtual character based on the target virtual character's faction.
[0120] The second duration period mentioned above can be determined based on the attack strength of the first virtual character. The second duration period can also be a default time period, which can be set by the user according to their needs.
[0121] The aforementioned debuffs applied to the target virtual character can be determined based on the target virtual character's faction.
[0122] In one optional embodiment, when the target virtual character is an NPC in the game scene, the debuff added to the target virtual character can be a stun effect; when the target virtual character is a virtual character from an opposing faction to the first virtual character, the debuff added to the target virtual character can be a damage effect, a slow effect, or a stun effect.
[0123] In another optional embodiment, after a virtual character in the game scene is pulled closer or pushed away by the Puppet Princess's basic attack or skill, if it collides with other virtual characters in the arena, the collided character will be subject to the following Puppet Princess control effects, which vary depending on the colliding character:
[0124] 1) NPC: Suffers from dizziness effect;
[0125] 2) Sirius, which is the virtual character who is hostile to the first virtual character: can be damaged, slowed down, and stunned. The value of the stun effect on Sirius can be the same as that of the NPC, or it can be set by the user according to their needs.
[0126] In one alternative embodiment, after adding the control effect of the Puppet Princess to Sirius, if Sirius is knocked down by a teammate within a certain period of time, the Puppet Princess herself is also considered to have provided an assist, regardless of whether the buff deals damage to Sirius. Sirius, under the buff effect, can be attacked by melee attacks, linked, pulled closer, or pushed away. The time during which Sirius is knocked down by a teammate within a certain period of time can be the same as the time of the assist code function's judgment.
[0127] Optionally, the target virtual character's faction is an enemy faction; based on the target virtual character's faction, the target virtual character's state is controlled, including at least one of the following: during the first sub-duration period, the target virtual character is controlled to be in a controlled state; during the second sub-duration period, the target virtual character's movement speed is reduced according to a preset ratio; the target virtual character's health attribute value is reduced by a preset value.
[0128] The first sub-duration segment mentioned above can be used to represent the duration of the target virtual character after being collided with, and this first sub-duration segment can be set according to the user's needs. The second sub-duration segment mentioned above can be used to represent the duration of the target virtual character after being collided with.
[0129] The aforementioned target virtual character can be a virtual character that is in an opposing camp to the first virtual character.
[0130] The controlled state mentioned above can be a state of dizziness. The preset ratio mentioned above can be used to calculate the reduction ratio of the target virtual character's movement speed.
[0131] In one optional embodiment, during the first sub-duration period, the target virtual character can be controlled to be in a dizzy state; during the second sub-duration period, the speed of the target virtual character after its speed is reduced can be determined according to a preset ratio and movement speed; the target virtual character's life attribute can be controlled to decrease by a preset value, wherein the preset value can be set according to the user's needs.
[0132] For example, when a target virtual character with this buff collides with another virtual character, regardless of whether the target virtual character has a buff, the buff is removed. It should be noted that the collision here refers to a collision caused by a skill that pulls or pushes the target virtual character closer. Then, both parties stop their original actions, which can be being pulled closer or knocked back. The target virtual character is affected by the buff for X seconds, during which they are stunned for Y seconds. If the target virtual character is Sirius, they will also suffer X points of damage and an X% slow effect for X seconds. The slow effect can be timed from the start or end of the stun, which is not limited here. When the buff duration ends, Sirius triggers hit protection. This mechanism reuses the hit protection triggered by melee combat. This function can be configured to be toggled, and it can be configured whether hit protection is triggered after the stun ends.
[0133] Optionally, the target virtual character's faction is a neutral faction; based on the target virtual character's faction, the target virtual character's state is controlled, including: during the second sub-duration period, controlling the target virtual character to be in a controlled state.
[0134] In one alternative embodiment, if the target virtual character's faction is neutral, it can be concluded that the target virtual character is an NPC, and there is no need to cause damage to the target virtual character. Therefore, during the second sub-duration period, it is sufficient to keep the target virtual character in a controlled state.
[0135] Optionally, controlling the target virtual character and / or other virtual characters to add debuffs includes: controlling the target virtual character to add debuffs in response to the target virtual character not colliding with other virtual characters; and in response to the target virtual character colliding with other virtual characters, clearing the debuffs added to the target virtual character and controlling other virtual characters to add debuffs.
[0136] In one alternative embodiment, since debuffs typically only exist for a period of time, if the target virtual character does not collide with other virtual characters before the duration of the debuff ends, the target virtual character will continue to carry the debuff, reducing the target virtual character's health attribute value or reducing the target virtual character's movement speed; if the target virtual character collides with other virtual characters, the debuff added to the target virtual character can be cleared, and other virtual characters can be controlled to add debuffs, thereby transferring the required debuff through collision.
[0137] Optionally, in response to a first touch operation applied to a first operation control among multiple operation controls, the method further includes: obtaining a second operation time period and a preset speed corresponding to the first operation control; controlling the movement speed of the first virtual character to decrease from the current speed to the preset speed during the second operation time period; and controlling the movement speed of the first virtual character to return to the current speed in response to the end of the second operation time period.
[0138] The preset speed can be set by the user and can be slower than the current speed.
[0139] In one optional embodiment, a second operation time period and a preset speed corresponding to the first operation control can be obtained. During the second operation time period, the first virtual character can be controlled to reduce its current speed to the preset speed. During the use of active skills, the first virtual character will be affected, causing its speed to decrease. After the operation ends, the movement speed of the first virtual character can be controlled to return to the current speed.
[0140] Optionally, the method further includes: responding to receiving a first touch operation that operates on the first operation control, determining the number of times the first operation control is used; responding to the number of times used being less than a preset number, determining a target virtual character based on the character information of the first virtual character; and responding to the number of times used being greater than or equal to the preset number, refusing to respond to the first touch operation.
[0141] The number of times the first operation control mentioned above can be the number of times the player uses the first operation control.
[0142] The preset number of uses mentioned above can be the number of times the first operation control is available. Optionally, a default number of uses can be preset, and the number of available uses can be increased after the skill cooldown ends.
[0143] The operation skill corresponding to the first operation control mentioned above can be set with an operation limit. The skill of the first operation control can be used a maximum of a preset number of times, which can be 3. Users can also flexibly adjust the preset number of times according to their needs, without any restrictions.
[0144] In one optional embodiment, after receiving a first touch operation that operates on the first operation control, the number of times the first operation control is used can be determined. If the number of uses is less than a preset number, it means that the first operation control is available and the active skill can be released. Therefore, the target virtual character can be determined based on the character information of the first virtual character. If the number of uses is greater than or equal to the preset number, it means that the first operation control is unavailable and the active skill cannot be released. Therefore, the first touch operation is refused.
[0145] Optionally, the method further includes: identifying a third virtual character among a plurality of second virtual characters who is in a knocked-down state, wherein the third virtual character's faction is an enemy faction; identifying the target that knocks down the third virtual character; and increasing the preset number of attacks in response to the target being a first virtual character.
[0146] In one optional embodiment, the preset number of times the first virtual character defeats the third virtual character can be increased or adjusted as a reward for the first virtual character successfully defeating the third virtual character, so that the first virtual character can defeat more third virtual characters in the future.
[0147] Optionally, in response to the target not being the first virtual character, the method further includes: determining whether the third virtual character carries a second state identifier before it is in a knocked-down state; in response to the third virtual character carrying a second state identifier, increasing the preset number of attacks; and in response to the third virtual character not carrying a second state identifier, refusing to increase the preset number of attacks.
[0148] The aforementioned second status identifier can be a status identifier corresponding to a debuff effect added to the third virtual character.
[0149] In one alternative embodiment, if the third virtual character carries a second status identifier, it can be considered that the first virtual character provided an assist in defeating the third virtual character. Therefore, in order to reward the first virtual character, the preset number of times can be increased so that the player can continue to use the skill. If the third virtual character does not carry a second status identifier, it can be considered that the first virtual character did not provide an assist. Therefore, the preset number of times cannot be increased.
[0150] Optionally, the preset number of times can be increased or adjusted, including: determining whether the preset number of times is greater than or equal to the number of times threshold; and increasing or adjusting the preset number of times in response to the preset number of times being less than the number of times threshold.
[0151] The aforementioned threshold can be used to represent the upper limit of the number of available attempts.
[0152] In one optional embodiment, to prevent players from operating the first operation control an unlimited number of times, a preset threshold number of times can be set. If the preset number of times is greater than or equal to the threshold number of times, it indicates that the user has operated the first operation control too many times and can no longer operate it. Therefore, it is prohibited to increase or adjust the preset number of times. If the preset number of times is less than the threshold number of times, it indicates that the user has not operated the first operation control many times and can still operate it. Therefore, it is possible to increase or adjust the preset number of times.
[0153] Optionally, in response to a third touch operation applied to a second operation control among multiple operation controls, the method further includes: determining the operation object corresponding to the third touch operation from among multiple second virtual characters; performing a target operation corresponding to the second operation control on the operation object, and controlling the operation object to carry a second state identifier; and clearing the second state identifier carried by the operation object in response to the completion of the target operation.
[0154] The aforementioned target operation can be a melee combat operation.
[0155] The second operation control mentioned above can be a control used to trigger melee combat operations. The third touch operation can be an operation performed by the user on the second operation control, indicating that the user wishes to trigger a melee combat operation. Optionally, the third touch operation includes, but is not limited to, clicking, swiping, dragging, and long-pressing the first operation control. There are no limitations on the third touch operation here.
[0156] The target of the operation can be a virtual character that the user wants to perform melee combat operations on, usually a virtual character from the opposing faction.
[0157] In one optional embodiment, the operation object corresponding to the third touch operation can be determined from a plurality of second virtual characters. When the target operation corresponding to the second operation control is performed on the operation object, a BUFF can be added to the operation object. After the target operation is completed, the BUFF carried by the operation object can be cleared.
[0158] For example, when Puppet Princess engages in melee combat with Sirius, she will immediately apply the Puppet Princess control buff to the target. The target will then be knocked back, and the melee combat will end. The buff can be removed. When Puppet Princess engages in melee combat, she will knock back the enemy and cause a collision. This buff is needed to determine whether a collision occurs after the knockback. Melee combat has a fixed duration of action sequence. When the action sequence ends, the melee combat ends.
[0159] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solutions of this disclosure, in essence or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of this disclosure.
[0160] In one alternative embodiment, a player mechanism targeting a special state can be added, as follows:
[0161] Method 1: A configurable switch can be added to modify the state of virtual characters when pulled or pushed within the game scene.
[0162] 1) When virtual characters in the game scene are pulled or pushed, they are in an unselectable state and are difficult to be affected by other mechanisms or interactions;
[0163] 2) When virtual characters collide with each other in the game scene, they can be affected by other interaction mechanisms during the duration of the buff. When affected by other interaction mechanisms, the current buff state will end. During the buff duration, they can be attacked by melee combat, and can be linked, pulled, and pushed away.
[0164] Method two: A configurable switch can be added to modify the state of the buff during its duration after a collision between players in the arena.
[0165] 1) When virtual characters (NPCs, Sirius) collide in the game scene, they are in an unselectable state during the duration of the buff and are difficult to be affected by other mechanisms and interactions;
[0166] 2) After a virtual character collides with another character in the game scene, the buff can be affected by other interaction mechanisms during its duration. When affected by other interaction mechanisms, the current buff state will end. During the buff duration, the character can be attacked by melee combat, or can be linked, pulled, or pushed away.
[0167] The configuration parameters can be categorized as push / pull status, passive buff, replenishment count, connection, automatic connection, manual connection, connection, playing billiards, and skill cooldown.
[0168] Among them, the push / pull status can be represented as whether Sirius or the staff member is unselectable while being pulled / pushed;
[0169] Among them, the passive buff's inability to be selected during the buff period can be expressed as whether Sirius or a staff member is unselectable during the buff period; the duration can be expressed as the duration of the buff added after Puppet Princess causes the target to collide; the stun duration can be expressed as the duration of the stun after Sirius or a staff member is buffed; the damage received can be expressed as the damage received after Sirius is buffed; whether hit protection is triggered can be expressed as whether hit protection is triggered when the buff duration ends after Sirius is buffed; the slow effect duration can be expressed as the duration of the slow effect after Sirius is buffed; and the slow effect value can be expressed as the value of the slow effect after Sirius is buffed.
[0170] Among them, the replenishment of skill 1 count can be expressed as the increase in the number of times skill 1 is available when the user defeats Sirius or assists; the replenishment of skill 2 count can be expressed as the increase in the number of times skill 2 is available when the user defeats Sirius or assists.
[0171] Among them, the angle of the connection range can be represented as the angle of the fan-shaped range of the connection; the radius of the connection range can be represented as the radius length of the fan-shaped range of the connection; whether the connection passes through an obstacle can be represented as whether the connection can pass through an obstacle; the connection deceleration time can be represented as the duration of the deceleration effect on the character after the player activates the connection skill; the connection deceleration effect can be represented as the effect of the player activating the connection skill on the character; the connection casting delay can be represented as how many seconds it takes for the connection to be generated after the player uses the connection; and the connection casting aftercast delay can be represented as how many seconds the aftercast delay lasts after the player uses the connection.
[0172] The string pulling method can include automatic string pulling and manual string pulling. In automatic string pulling, the string pulling casting delay can be expressed as how many seconds after the player uses the string to automatically trigger string pulling. In manual string pulling, the string pulling interval can be expressed as how many seconds after the player uses the string to use string pulling. In manual string pulling, the string pulling duration can be expressed as the duration during which string pulling can be used.
[0173] Among them, the "Pull Thread" skill's slowdown duration can be represented as the duration of the character's slowdown after the character starts pulling the thread; the "Pull Thread" slowdown effect can be represented as the effect of the character's slowdown after the character starts pulling the thread; the "Pull Thread" casting delay can be represented as the number of seconds after the player uses the thread; the "Pull Thread" speed can be represented as the speed at which the player pulls the target after using the thread; the "Pull Thread" duration can be represented as the duration during which the player pulls the target after using the thread; and the "Pull Thread" usable time can be represented as the number of seconds within which the thread skill can be used after pulling the thread.
[0174] In this context, the following parameters can be defined: The deceleration time of the string in billiards can be represented as the duration of the deceleration effect on the character after launching a collider; the deceleration effect of the string can be represented as the deceleration effect on the character after launching a collider; the collision volume can be represented as the size of the collider (any type, configurable by the designers); the collider's flight speed can be represented as the speed at which the collider travels after launch; the collider's flight time can be represented as the flight time after launch; the casting delay can be represented as the delay in launching the collider after the player uses the string; the casting delay can be represented as the recovery time after the player uses the string; the knockback speed can be represented as the speed at which the collider knocks back other targets; and the knockback duration can be represented as the duration of the knockback effect after the collider knocks back other targets.
[0175] Skill cooldown can include the cooldown CD of the first skill, the maximum number of times the first skill can be used, the single charge time of the first skill, the reuse type of the second skill, the cooldown CD of the second skill, the maximum number of times the second skill can be used, and the single charge time of the second skill.
[0176] This embodiment also provides a control device for a virtual character, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the terms "unit" and "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0177] Figure 10 This is a structural block diagram of a virtual character control device according to one embodiment of the present disclosure. A graphical user interface is provided through a terminal device, and the content displayed in the graphical user interface includes a touch area, such as... Figure 10 As shown, the device 10 includes:
[0178] The determining module 1002 is used to respond to a first touch operation applied to a first operation control among multiple operation controls, and to determine a target virtual character among multiple second virtual characters based on the role information of the first virtual character;
[0179] The movement control module 1004 is used to control the movement of the target virtual character in the virtual scene so that the target virtual character collides with other virtual characters among multiple second virtual characters, excluding the target virtual character. The other virtual characters belong to the hostile or neutral faction of the first virtual character.
[0180] Effect control module 1006 is used to control the addition of debuffs to the target virtual character and / or other virtual characters that collide with it.
[0181] Optionally, the determining module is also used to obtain the first control parameter corresponding to the first sub-operation control and the orientation information contained in the role information of the first virtual character, and based on the orientation information and the first control parameter, determine the first operation range corresponding to the first sub-operation control, and select the target virtual character located within the first operation range from multiple second virtual characters.
[0182] Optionally, the determining module is also used to select an initial virtual character located within the first operation range from multiple second virtual characters, and determine a target virtual character based on the character state and character faction of the initial virtual character, wherein the character state of the target virtual character is a preset state, and the character faction of the target virtual character is a neutral faction.
[0183] Optionally, the determining module is further configured to determine whether a first virtual object exists within the first operating range; in response to the existence of a first virtual object within the first operating range, a virtual character located within the first operating range and between the first virtual character and the first virtual object is selected from a plurality of second virtual characters to obtain an initial virtual character.
[0184] Optionally, a movement control module is used to control the target virtual character to move in the virtual scene in response to the arrival of a preset waiting time, and to control the target virtual character to move in the virtual scene in response to a second touch operation applied to the first sub-operation control.
[0185] Optionally, a movement control module is used to respond to a second touch operation applied to a first sub-operation control, determine the first operation time of the first touch operation and the second operation time of the second touch operation; obtain the difference between the first operation time and the second operation time to obtain the operation time difference; and control the virtual character to move in the virtual scene in response to the operation time difference being within the first operation time period.
[0186] Optionally, a movement control module is used to control the target virtual character to move in a first target direction, wherein the first target direction is used to represent the direction from the target virtual character to the first virtual character; and to control the target virtual character to move in a preset direction, wherein the preset direction is used to represent the direction parallel to the current orientation of the target virtual character.
[0187] Optionally, the device is also used to display a connection effect between the first virtual character and the target virtual character during the first duration.
[0188] Optionally, a determining module is used to obtain the second control parameters corresponding to the second sub-operation control, and the orientation information contained in the role information of the first virtual character; based on the orientation information and the second control parameters, control the second virtual object to move in the virtual scene; select the virtual character that collides with the second virtual object from multiple second virtual characters to obtain the target virtual character.
[0189] Optionally, the movement control module is also used to control the target virtual character to move in a second target direction, wherein the second target direction is used to represent the direction from the first virtual character to the target virtual character; and to control the target virtual character to move in a preset direction.
[0190] Optionally, the device is also used to control the target virtual character to stop moving and control the other virtual characters to move in the virtual scene in response to a collision between the target virtual character and other virtual characters.
[0191] Optionally, a movement control module is provided to control the target virtual character to move a preset distance in the virtual scene at a preset movement speed.
[0192] Optionally, an effect control module is used to control the target virtual character and / or other virtual characters to add debuffs during the second duration period, and in response to the target virtual character being added with debuffs, to control the state of the target virtual character based on the target virtual character's character faction.
[0193] Optionally, the effect control module is also used to control the target virtual character to be in a controlled state during the first sub-duration period; to control the movement speed of the target virtual character to decrease according to a preset ratio during the second sub-duration period; and to control the target virtual character's health attribute value to decrease by a preset value.
[0194] Optionally, the effect control module is also used to control the target virtual character to be in a controlled state during the second sub-duration period.
[0195] Optionally, the effect control module is also used to control the target virtual character to add a debuff effect in response to the target virtual character not colliding with other virtual characters; and to clear the debuff effect added to the target virtual character in response to the target virtual character colliding with other virtual characters, and to control other virtual characters to add a debuff effect.
[0196] Optionally, the device is further configured to acquire a second operation time period and a preset speed corresponding to the first operation control; control the movement speed of the first virtual character to decrease from the current speed to the preset speed during the second operation time period; and control the movement speed of the first virtual character to return to the current speed in response to the end of the second operation time period.
[0197] Optionally, the device is further configured to, in response to receiving a first touch operation that operates on the first operation control, determine the number of times the first operation control is used; in response to the number of times used being less than a preset number, determine a target virtual character based on the character information of the first virtual character; and in response to the number of times used being greater than or equal to the preset number, refuse to respond to the first touch operation.
[0198] Optionally, the device is also used to identify a third virtual character among a plurality of second virtual characters who is in a knocked-down state, wherein the third virtual character's faction is an enemy faction; to identify the target that caused the third virtual character to be knocked down; and to increase the preset number of attacks in response to the target being a first virtual character.
[0199] Optionally, the device is also configured to determine whether the third virtual character carries a second status identifier before being in a knocked-down state; in response to the third virtual character carrying the second status identifier, to increase the preset number of attempts; and in response to the third virtual character not carrying the second status identifier, to refuse to increase the preset number of attempts.
[0200] Optionally, the device is also used to determine whether the preset number of times is greater than or equal to a number of times threshold; and to increase the preset number of times in response to the preset number of times being less than the number of times threshold.
[0201] Optionally, the device is further configured to determine the operation object corresponding to the third touch operation from multiple second virtual characters; perform the target operation corresponding to the second operation control on the operation object, and control the operation object to carry a second status identifier; and clear the second status identifier carried by the operation object in response to the completion of the target operation.
[0202] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to these: all the above-mentioned units and modules are located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.
[0203] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.
[0204] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0205] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.
[0206] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps: responding to a first touch operation applied to a first operation control among a plurality of operation controls, determining a target virtual character among a plurality of second virtual characters based on the role information of a first virtual character; controlling the target virtual character to move in a virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters besides the target virtual character, wherein the other virtual characters belong to the hostile or neutral faction of the first virtual character; and controlling the target virtual character and / or other virtual characters that collide to add debuff effects.
[0207] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a first control parameter corresponding to a first sub-operation control and orientation information contained in the role information of a first virtual character; determining a first operation range corresponding to the first sub-operation control based on the orientation information and the first control parameter; and selecting a target virtual character located within the first operation range from a plurality of second virtual characters.
[0208] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: selecting an initial virtual character located within a first operating range from a plurality of second virtual characters; determining a target virtual character based on the character state and character faction of the initial virtual character, wherein the character state of the target virtual character is a preset state and the character faction of the target virtual character is a neutral faction.
[0209] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining whether a first virtual object exists within a first operating range; in response to the existence of a first virtual object within the first operating range, selecting a virtual character from a plurality of second virtual characters that is located within the first operating range and between the first virtual character and the first virtual object, to obtain an initial virtual character.
[0210] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: controlling the target virtual character to move in the virtual scene in response to the arrival of a preset waiting time; and controlling the target virtual character to move in the virtual scene in response to a second touch operation applied to the first sub-operation control.
[0211] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a second touch operation acting on a first sub-operation control, determining a first operation time of the first touch operation and a second operation time of the second touch operation; obtaining the difference between the first operation time and the second operation time to obtain an operation time difference; and in response to the operation time difference being within a first operation time period, controlling the virtual character to move in the virtual scene.
[0212] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: controlling a target virtual character to move in a first target direction, wherein the first target direction is used to characterize a direction from the target virtual character to the first virtual character; controlling the target virtual character to move in a preset direction, wherein the preset direction is used to characterize a direction parallel to the current orientation of the target virtual character.
[0213] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: displaying a connection effect between the first virtual character and the target virtual character during a first duration period.
[0214] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining second control parameters corresponding to the second sub-operation control, and orientation information contained in the role information of the first virtual character; controlling the second virtual object to move in the virtual scene based on the orientation information and the second control parameters; selecting the virtual character that collides with the second virtual object from multiple second virtual characters to obtain the target virtual character.
[0215] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: controlling the target virtual character to move in a second target direction, wherein the second target direction is used to characterize the direction from the first virtual character to the target virtual character; controlling the target virtual character to move in a preset direction.
[0216] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to a collision between a target virtual character and other virtual characters, controlling the target virtual character to stop moving, and controlling other virtual characters to move in the virtual scene.
[0217] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: controlling the target virtual character to move a preset distance in the virtual scene at a preset movement speed.
[0218] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: during a second duration period, controlling the target virtual character and / or other virtual characters to add debuffs; in response to the target virtual character adding debuffs, controlling the state of the target virtual character based on the target virtual character's faction.
[0219] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: during a first sub-duration period, controlling the target virtual character to be in a controlled state; during a second sub-duration period, controlling the movement speed of the target virtual character to decrease according to a preset ratio; and controlling the life attribute value of the target virtual character to decrease by a preset value.
[0220] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: during the second sub-duration period, controlling the target virtual character to be in a controlled state.
[0221] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to the target virtual character not colliding with other virtual characters, controlling the target virtual character to add a debuff effect; in response to the target virtual character colliding with other virtual characters, clearing the debuff effect added to the target virtual character, and controlling other virtual characters to add debuff effects.
[0222] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a second operation time period and a preset speed corresponding to the first operation control; controlling the movement speed of the first virtual character to decrease from the current speed to the preset speed during the second operation time period; and controlling the movement speed of the first virtual character to return to the current speed in response to the end of the second operation time period.
[0223] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: in response to receiving a first touch operation that operates on a first operation control, determining the number of times the first operation control is used; in response to the number of times used being less than a preset number, determining a target virtual character based on the character information of a first virtual character; in response to the number of times used being greater than or equal to the preset number, refusing to respond to the first touch operation.
[0224] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining a third virtual character among a plurality of second virtual characters that is in a knocked-down state, wherein the third virtual character's faction is an enemy faction; determining the target of attack that causes the third virtual character to be in a knocked-down state; and increasing the preset number of attacks in response to the target being a first virtual character.
[0225] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining whether the third virtual character carries a second state identifier before being in a knocked-down state; increasing the preset number of attempts in response to the third virtual character carrying the second state identifier; and refusing to increase the preset number of attempts in response to the third virtual character not carrying the second state identifier.
[0226] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining whether a preset number of times is greater than or equal to a number threshold; and adjusting the preset number of times by increasing it in response to the preset number of times being less than the number threshold.
[0227] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the operation object corresponding to the third touch operation from a plurality of second virtual characters; performing the target operation corresponding to the second operation control on the operation object, and controlling the operation object to carry a second status identifier; and clearing the second status identifier carried by the operation object in response to the completion of the target operation.
[0228] Through the above steps, the system first responds to a first touch operation on a first control among multiple control operations. Based on the character information of the first virtual character, a target virtual character among multiple second virtual characters is determined. The target virtual character is then controlled to move within the virtual scene, causing it to collide with other virtual characters among the multiple second virtual characters, where the other virtual characters belong to the opposing or neutral faction of the first virtual character. Debuffs are then applied to the colliding target virtual character and / or other colliding virtual characters, thereby enhancing the user's gaming experience. It is noteworthy that users can control the target virtual character to move within the virtual scene, causing it to collide with other virtual characters and thus applying debuffs to the target virtual character and / or other virtual characters. This increases the attack range and provides users with richer and more engaging gameplay options to attack virtual characters, enhancing the user's gaming experience and thus resolving the technical problem of low user gaming experience in related technologies.
[0229] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0230] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this disclosure may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps according to the various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above.
[0231] The program product for implementing the above-described method according to embodiments of the present disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of the present disclosure is not limited thereto. In the embodiments of the present disclosure, the computer-readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0232] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0233] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0234] Embodiments of this disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.
[0235] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0236] Optionally, in this embodiment, the processor may be configured to perform the following steps via a computer program: responding to a first touch operation applied to a first operation control among a plurality of operation controls, determining a target virtual character among a plurality of second virtual characters based on the role information of a first virtual character; controlling the target virtual character to move in a virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters, wherein the other virtual characters belong to the hostile or neutral faction of the first virtual character; and controlling the target virtual character and / or other virtual characters that collide to add debuffs.
[0237] Optionally, the processor may also be configured to perform the following steps via a computer program: obtaining the first control parameter corresponding to the first sub-operation control and the orientation information contained in the role information of the first virtual character; determining the first operation range corresponding to the first sub-operation control based on the orientation information and the first control parameter; and selecting a target virtual character located within the first operation range from multiple second virtual characters.
[0238] Optionally, the processor may also be configured to perform the following steps via a computer program: selecting an initial virtual character from a plurality of second virtual characters that is within the first operating range; determining a target virtual character based on the character state and character faction of the initial virtual character, wherein the character state of the target virtual character is a preset state and the character faction of the target virtual character is a neutral faction.
[0239] Optionally, the processor may also be configured to perform the following steps via a computer program: determining whether a first virtual object exists within a first operating range; in response to the existence of a first virtual object within the first operating range, selecting a virtual character from a plurality of second virtual characters that is located within the first operating range and between the first virtual character and the first virtual object, to obtain an initial virtual character.
[0240] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a preset waiting time, control the target virtual character to move in the virtual scene; in response to a second touch operation applied to the first sub-operation control, control the target virtual character to move in the virtual scene.
[0241] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a second touch operation applied to a first sub-operation control, determine a first operation time of the first touch operation and a second operation time of the second touch operation; obtain the difference between the first operation time and the second operation time to obtain an operation time difference; and in response to the operation time difference being within a first operation time period, control the virtual character to move in the virtual scene.
[0242] Optionally, the processor may also be configured to perform the following steps via a computer program: controlling the target virtual character to move in a first target direction, wherein the first target direction is used to represent the direction from the target virtual character to the first virtual character; controlling the target virtual character to move in a preset direction, wherein the preset direction is used to represent the direction parallel to the current orientation of the target virtual character.
[0243] Optionally, the processor may also be configured to perform the following steps via a computer program: displaying a connection effect between the first virtual character and the target virtual character during a first duration.
[0244] Optionally, the processor may also be configured to perform the following steps via a computer program: obtaining the second control parameters corresponding to the second sub-operation control and the orientation information contained in the role information of the first virtual character; controlling the second virtual object to move in the virtual scene based on the orientation information and the second control parameters; selecting the virtual character that collides with the second virtual object from multiple second virtual characters to obtain the target virtual character.
[0245] Optionally, the processor may also be configured to perform the following steps via a computer program: controlling the target virtual character to move in a second target direction, wherein the second target direction is used to characterize the direction from the first virtual character to the target virtual character; controlling the target virtual character to move in a preset direction.
[0246] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to a collision between the target virtual character and other virtual characters, control the target virtual character to stop moving, and control other virtual characters to move in the virtual scene.
[0247] Optionally, the processor may also be configured to perform the following steps via a computer program: controlling the target virtual character to move a preset distance in the virtual scene at a preset speed.
[0248] Optionally, the processor may also be configured to perform the following steps via a computer program: during a second duration, controlling the target virtual character and / or other virtual characters to apply debuffs; in response to the target virtual character applying debuffs, controlling the state of the target virtual character based on the target virtual character's faction.
[0249] Optionally, the processor may also be configured to perform the following steps via a computer program: during the first sub-duration period, controlling the target virtual character to be in a controlled state; during the second sub-duration period, controlling the movement speed of the target virtual character to decrease according to a preset ratio; and controlling the life attribute value of the target virtual character to decrease by a preset value.
[0250] Optionally, the processor may also be configured to perform the following steps via a computer program: during the second sub-duration period, the target virtual character is in a controlled state.
[0251] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to the target virtual character not colliding with other virtual characters, control the target virtual character to add a debuff; in response to the target virtual character colliding with other virtual characters, remove the debuff added to the target virtual character, and control other virtual characters to add debuffs.
[0252] Optionally, the processor may also be configured to perform the following steps via a computer program: obtain the second operation time period and preset speed corresponding to the first operation control; control the movement speed of the first virtual character to decrease from the current speed to the preset speed during the second operation time period; and control the movement speed of the first virtual character to return to the current speed in response to the end of the second operation time period.
[0253] Optionally, the processor may also be configured to perform the following steps via a computer program: in response to receiving a first touch operation that operates on the first operation control, determine the number of times the first operation control is used; in response to the number of times used being less than a preset number, determine a target virtual character based on the character information of the first virtual character; in response to the number of times used being greater than or equal to the preset number, refuse to respond to the first touch operation.
[0254] Optionally, the processor may also be configured to perform the following steps via a computer program: determining a third virtual character among a plurality of second virtual characters who is in a knocked-down state, wherein the third virtual character's faction is an enemy faction; determining the target that causes the third virtual character to be in a knocked-down state; and increasing the preset number of attacks in response to the target being a first virtual character.
[0255] Optionally, the processor may also be configured to perform the following steps via a computer program: determining whether the third virtual character carries a second status identifier before the third virtual character is in a knocked-down state; increasing the preset number of attempts in response to the third virtual character carrying the second status identifier; and refusing to increase the preset number of attempts in response to the third virtual character not carrying the second status identifier.
[0256] Optionally, the processor may also be configured to perform the following steps via a computer program: determining whether a preset number of times is greater than or equal to a number of times threshold; and increasing the preset number of times in response to the preset number of times being less than the number of times threshold.
[0257] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the operation object corresponding to the third touch operation from a plurality of second virtual characters; performing the target operation corresponding to the second operation control on the operation object, and controlling the operation object to carry a second status identifier; and clearing the second status identifier carried by the operation object in response to the completion of the target operation.
[0258] Through the above steps, the system first responds to a first touch operation on a first control among multiple control operations. Based on the character information of the first virtual character, a target virtual character among multiple second virtual characters is determined. The target virtual character is then controlled to move within the virtual scene, causing it to collide with other virtual characters among the multiple second virtual characters, where the other virtual characters belong to the opposing or neutral faction of the first virtual character. Debuffs are then applied to the colliding target virtual character and / or other colliding virtual characters, thereby enhancing the user's gaming experience. It is noteworthy that users can control the target virtual character to move within the virtual scene, causing it to collide with other virtual characters and thus applying debuffs to the target virtual character and / or other virtual characters. This increases the attack range and provides users with richer and more engaging gameplay options to attack virtual characters, enhancing the user's gaming experience and thus resolving the technical problem of low user gaming experience in related technologies.
[0259] Figure 11 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 11 As shown, the electronic device 1100 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments disclosed herein.
[0260] like Figure 11 As shown, the electronic device 1100 is presented in the form of a general-purpose computing device. The components of the electronic device 1100 may include, but are not limited to: at least one processor 1110, at least one memory 1120, a bus 1130 connecting different system components (including memory 1120 and processor 1110), and a display 1140.
[0261] The memory 1120 stores program code that can be executed by the processor 1110, causing the processor 1110 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this disclosure.
[0262] The memory 1120 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 11201 and / or cache memory 11202, and may further include read-only memory (ROM) 11203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0263] In some instances, memory 1120 may also include programs / utilities 11204 having a set (at least one) of program modules 11205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1120 may further include memory remotely located relative to processor 1110, which can be connected to electronic device 1100 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0264] Bus 1130 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1110, or a local bus using any of the various bus structures.
[0265] The display 1140 may be, for example, a touch screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1100.
[0266] Optionally, the electronic device 1100 can also communicate with one or more external devices 1200 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1100, and / or any device that enables the electronic device 1100 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1150. Furthermore, the electronic device 1100 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1160. Figure 11 As shown, network adapter 1160 communicates with other modules of electronic device 1100 via bus 1130. It should be understood that, although... Figure 11 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 1100, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0267] The aforementioned electronic device 1100 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0268] Those skilled in the art will understand that Figure 11The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, electronic device 1100 may also include components that are more... Figure 11 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 1120 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the virtual character control method in this embodiment. The processor 1110 executes various functional applications and data processing by running the computer program stored in the memory 1120, thereby implementing the aforementioned virtual character control method.
[0269] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0270] In the above embodiments of this disclosure, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0271] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.
[0272] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0273] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0274] If the integrated unit is implemented as 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 this disclosure, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.
[0275] The above description is only a preferred embodiment of this disclosure. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.
Claims
1. A method for controlling a virtual character, characterized in that, A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a virtual scene, a first virtual character, multiple second virtual characters, and multiple operation controls, and the method includes: In response to a first touch operation applied to a first operation control among the plurality of operation controls, a target virtual character among the plurality of second virtual characters is determined based on the character information of the first virtual character; The target virtual character is controlled to move in the virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters, excluding the target virtual character, wherein the other virtual characters belong to the hostile or neutral faction of the first virtual character; Add debuffs to the target virtual character and / or other virtual characters that collide with the target virtual character; The method of adding debuffs to the target virtual character and / or other virtual characters involved in the collision includes: adding the debuffs to the target virtual character and / or other virtual characters during a second duration period; wherein the target virtual character's faction is the opposing faction, and the debuffs include at least one of the following: controlling the target virtual character to be in a controlled state during a first sub-duration period; reducing the target virtual character's movement speed by a preset ratio during the second sub-duration period; and reducing the target virtual character's health attribute value by a preset value.
2. The method according to claim 1, characterized in that, The first operation control includes a first sub-operation control; Based on the role information of the first virtual character, determining the target virtual character among the plurality of second virtual characters includes: Obtain the first control parameter corresponding to the first sub-operation control, and the orientation information contained in the character information of the first virtual character; Based on the orientation information and the first control parameter, the first operating range corresponding to the first sub-operation control is determined; Select the target virtual character that is located within the first operation range from the plurality of second virtual characters.
3. The method according to claim 2, characterized in that, Selecting the target virtual character located within the first operation range from the plurality of second virtual characters includes: Select an initial virtual character located within the first operation range from the plurality of second virtual characters; Based on the initial virtual character's character state and faction, the target virtual character is determined, wherein the target virtual character's character state is a preset state, and the target virtual character's faction is the neutral faction.
4. The method according to claim 3, characterized in that, Selecting the initial virtual character within the first operation range from the plurality of second virtual characters includes: Determine whether a first virtual object exists within the first operation range; In response to the presence of the first virtual object within the first operating range, a virtual character located within the first operating range and between the first virtual character and the first virtual object is selected from the plurality of second virtual characters to obtain the initial virtual character.
5. The method according to claim 2, characterized in that, Controlling the target virtual character to move within the virtual scene includes one of the following: In response to the waiting time reaching a preset waiting time, the target virtual character is controlled to move in the virtual scene; In response to a second touch operation applied to the first sub-operation control, the target virtual character is controlled to move within the virtual scene.
6. The method according to claim 5, characterized in that, Responding to the second touch operation applied to the first sub-operation control, controlling the virtual character to move within the virtual scene includes: In response to the second touch operation applied to the first sub-operation control, determine the first operation time of the first touch operation and the second operation time of the second touch operation; Obtain the difference between the first operation time and the second operation time to get the operation time difference; In response to the operation time difference being within a first operation time period, the virtual character is controlled to move within the virtual scene.
7. The method according to any one of claims 2 to 5, characterized in that, Controlling the target virtual character to move within the virtual scene includes one of the following: The target virtual character is controlled to move in a first target direction, wherein the first target direction is used to represent the direction from the target virtual character to the first virtual character; The target virtual character is controlled to move in a preset direction, wherein the preset direction is used to represent a direction parallel to the current orientation of the target virtual character.
8. The method according to claim 2, characterized in that, After determining the target virtual character among the plurality of second virtual characters, the method further includes: During the first duration, a connection effect is displayed between the first virtual character and the target virtual character.
9. The method according to claim 1, characterized in that, The first operation control includes a second sub-operation control; based on the role information of the first virtual character, determining the target virtual character among the plurality of second virtual characters includes: Obtain the second control parameter corresponding to the second sub-operation control, and the orientation information contained in the character information of the first virtual character; Based on the orientation information and the second control parameter, the second virtual object is controlled to move in the virtual scene; From the plurality of second virtual characters, select the virtual character that collides with the second virtual object to obtain the target virtual character.
10. The method according to claim 9, characterized in that, Controlling the target virtual character to move within the virtual scene includes one of the following: The target virtual character is controlled to move in a second target direction, wherein the second target direction is used to represent the direction from the first virtual character to the target virtual character; Control the target virtual character to move in a preset direction.
11. The method according to claim 9, characterized in that, In the process of controlling the target virtual character to move within the virtual scene, the method further includes: In response to a collision between the target virtual character and other virtual characters, the target virtual character is controlled to stop moving, and the other virtual characters are controlled to move within the virtual scene.
12. The method according to claim 1, characterized in that, Controlling the target virtual character to move within the virtual scene includes: The target virtual character is controlled to move a preset distance in the virtual scene at a preset speed.
13. The method according to claim 12, characterized in that, The target virtual character's faction is the neutral faction; Based on the target virtual character's faction, control the state of the target virtual character, including: During the second sub-duration period, the target virtual character is controlled to be in a controlled state.
14. The method according to claim 12, characterized in that, Controlling the target virtual character and / or the other virtual characters to add the debuff effect includes: In response to the fact that the target virtual character does not collide with the other virtual characters, the debuff effect is applied to the target virtual character. In response to a collision between the target virtual character and other virtual characters, the debuff effect applied to the target virtual character is cleared, and the other virtual characters are controlled to apply the debuff effect.
15. The method according to claim 1, characterized in that, In response to a first touch operation applied to the first operation control among the plurality of operation controls, the method further includes: Obtain the second operation time period and preset speed corresponding to the first operation control; Control the movement speed of the first virtual character to decrease from the current speed to the preset speed during the second operation time period; In response to the end of the second operation period, the movement speed of the first virtual character is restored to the current speed.
16. The method according to claim 1, characterized in that, The method further includes: Upon receiving a first touch operation that manipulates the first operation control, determine the number of times the first operation control has been used. In response to the fact that the number of uses is less than a preset number, the target virtual character is determined based on the character information of the first virtual character; If the number of uses is greater than or equal to the preset number, the first touch operation is rejected.
17. The method according to claim 16, characterized in that, The method further includes: Identify a third virtual character among the plurality of second virtual characters who is in a knocked-down state, wherein the third virtual character's faction is the opposing faction; Identify the target that causes the third virtual character to be in the knocked-down state; In response to the target being the first virtual character, the preset number of attacks is increased or adjusted.
18. The method according to claim 17, characterized in that, In response to the fact that the target of the attack is not the first virtual character, the method further includes: Before determining that the third virtual character is in the knocked-down state, whether the third virtual character carries a second state identifier; In response to the third virtual character carrying the second status identifier, the preset number of times is increased or adjusted. Since the third virtual character does not carry the second status identifier, the preset number of attempts is not increased.
19. The method according to claim 17 or 18, characterized in that, Increasing or adjusting the preset number of times includes: Determine whether the preset number of times is greater than or equal to the number of times threshold; In response to the preset number of times being less than the number of times threshold, the preset number of times is increased.
20. The method according to claim 1, characterized in that, Responding to a third touch operation applied to a second operation control among the plurality of operation controls, the method further includes: From the plurality of second virtual characters, determine the operation object corresponding to the third touch operation; The target operation corresponding to the second operation control is executed on the operation object, and the operation object is controlled to carry a second status identifier; In response to the completion of the target operation, the second status identifier carried by the operation object is cleared.
21. A control device for a virtual character, characterized in that, A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a virtual scene, a first virtual character, multiple second virtual characters, and multiple operation controls, and the device includes: The determination module is used to respond to a first touch operation applied to a first operation control among the plurality of operation controls, and to determine a target virtual character among the plurality of second virtual characters based on the role information of the first virtual character; A movement control module is used to control the target virtual character to move in the virtual scene so that the target virtual character collides with other virtual characters among the plurality of second virtual characters, excluding the target virtual character, wherein the other virtual characters belong to the hostile or neutral faction of the first virtual character. An effect control module is used to control the addition of debuffs to the target virtual character and / or other virtual characters that collide with the target virtual character; The effect control module is further configured to, during the second duration period, control the target virtual character and / or the other virtual characters to add the debuff effect; wherein the target virtual character's faction is the hostile faction, and the debuff effect includes at least one of the following: during the first sub-duration period, controlling the target virtual character to be in a controlled state; during the second sub-duration period, controlling the target virtual character's movement speed to decrease according to a preset ratio; controlling the target virtual character's health attribute value to decrease by a preset value.
22. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 20 when run by a processor.
23. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the method as described in any one of claims 1 to 20.
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