Information processing method and device, electronic terminal and storage medium

By providing the use of multiple control areas and virtual traction objects in the game's graphical user interface, the problem of low efficiency in the movement control of virtual characters in the game is solved, and more efficient and flexible character control is achieved.

CN120022591AActive Publication Date: 2025-05-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510317012.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-05-23
Estimated Expiration
2044-03-29

AI Technical Summary

Technical Problem

The human-computer interaction efficiency of the mobile control of controlled virtual characters in the game is low, especially in battle games.

Method used

The graphical user interface provides a movement control area, an attack control area and a traction control area. The virtual character is controlled to perform routine movement in response to the movement control operation, the virtual character is controlled to perform attack actions through the attack control area, and the virtual character is presented through the traction control area and controls the virtual character to perform traction movement to the target position.

Benefits of technology

It improves the human-computer interaction efficiency of the mobile control of controlled virtual characters, simplifies the operation process, enhances the flexibility of character control in the game, and can meet the various control needs of different game situations and players.

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Abstract

The invention provides an information processing method and device, an electronic terminal and a storage medium, and relates to the technical field of man-machine interaction, and the method comprises the steps: providing a movement control region, an attack control region and a traction control region in a graphical user interface; in response to a first traction triggering operation for the traction control area, a first virtual traction object is presented between the controlled virtual character and the first target traction position, one end of the first virtual traction object is connected with the controlled virtual character, and the other end of the first virtual traction object is connected with the first target traction position; and controlling the controlled virtual character to execute traction movement towards the first target traction position through the first virtual traction object. Through the technology disclosed by the invention, the technical problem that the man-machine interaction efficiency of the movement control of the controlled virtual character in the game is relatively low is relieved.
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Description

Technical Field

[0001] The present disclosure relates to the field of human-computer interaction technology, and in particular to an information processing method, device, electronic terminal and storage medium. Background Art

[0002] At present, with the continuous development of game technology, more and more control contents are provided for the controlled virtual characters in the game to meet the needs of players. For example, the graphical user interface provided by the terminal device displays multiple controls, including movement controls, attack controls, etc. Among them, the movement controls can be used to control the controlled virtual characters to move in the virtual environment of the game, and the attack controls can be used to control the controlled virtual characters to perform corresponding attack actions.

[0003] In the related art, it is a common method to control the movement of a controlled virtual character by using a virtual moving joystick. This method may have certain limitations and is difficult to match and meet the movement control requirements of different game situations or different game players. In some games, especially fighting games, there may be a technical problem of low human-computer interaction efficiency in the movement control of the controlled virtual character. Summary of the invention

[0004] The present disclosure provides an information processing method, device, electronic terminal and storage medium to alleviate the technical problem of low human-computer interaction efficiency in controlling the movement of a controlled virtual character in a game.

[0005] In a first aspect, an embodiment of the present disclosure provides an information processing method, the method comprising: providing a movement control area, an attack control area and a traction control area in a graphical user interface; in response to a movement control operation on the movement control area, controlling a controlled virtual character to perform a regular movement in a virtual environment according to the movement control operation; in response to an attack control operation on the attack control area, controlling the controlled virtual character to perform an attack action in the virtual environment; in response to a first traction trigger operation on the traction control area, presenting a first virtual traction object between the controlled virtual character and a first target traction position, wherein one end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position; controlling the controlled virtual character to perform a traction movement to the first target traction position through the first virtual traction object.

[0006] In a second aspect, an embodiment of the present disclosure provides an information processing device, comprising: a providing module for providing a movement control area, an attack control area and a traction control area in a graphical user interface; a first control module for responding to a movement control operation on the movement control area, and controlling a controlled virtual character to perform a conventional movement in a virtual environment according to the movement control operation; a second control determination module for responding to an attack control operation on the attack control area, and controlling the controlled virtual character to perform an attack action in the virtual environment; a presentation module for responding to a first traction trigger operation on the traction control area, and presenting a first virtual traction object between the controlled virtual character and a first target traction position, wherein one end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position; a third control module for controlling the controlled virtual character to perform a traction movement to the first target traction position through the first virtual traction object.

[0007] In a third aspect, an embodiment of the present disclosure provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program executable on the processor, and the processor implements the method described in the first aspect when executing the computer program.

[0008] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to execute the method described in the first aspect.

[0009] The embodiments of the present disclosure bring the following beneficial effects:

[0010] An information processing method, device, electronic terminal and storage medium provided by the embodiments of the present disclosure can provide a movement control area, an attack control area and a traction control area in a graphical user interface. By responding to a movement control operation on the movement control area, a controlled virtual character can be controlled to perform conventional movements in a virtual environment. By responding to an attack control operation on the attack control area, the controlled virtual character can be controlled to perform attack actions in the virtual environment. By responding to a first traction trigger operation on the traction control area, a first virtual traction object can be presented between the controlled virtual character and a first target traction position, one end of the first virtual traction object is connected to the controlled virtual character, and the other end is connected to the first target traction position, so that the controlled virtual character is controlled by the first virtual traction object to perform traction movement to the first target traction position. In the above method, it is possible to control the controlled virtual character to perform regular movement through the mobile control area, and to control the controlled virtual character to perform attacking actions through the attack control area when it is necessary to attack the target. In some application scenarios, a virtual traction object can be directly presented between the controlled virtual character and the target traction position through a traction trigger operation on the traction control area. Since one end of the virtual traction object is connected to the controlled virtual character and the other end is connected to the target traction position, the controlled virtual character can be controlled to directly perform traction movement to the target traction position through the first virtual traction object. Therefore, on the basis of being compatible with conventional movement control and attack control, the above method can enable the controlled virtual character to directly reach the target traction position through the traction control area with only one traction trigger operation, thereby improving the human-computer interaction efficiency of the mobile control of the controlled virtual character, alleviating the technical problem of low human-computer interaction efficiency of the mobile control of the controlled virtual character in the game, and being able to meet the various control needs of players in multiple different application scenarios, and improving the flexibility of character control in the game.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A schematic diagram of an application scenario provided by an embodiment of the present disclosure is shown;

[0014] Figure 2A schematic diagram of the structure of a mobile phone provided by an embodiment of the present disclosure is shown;

[0015] Figure 3 A schematic diagram of a use scenario of a touch terminal provided by an embodiment of the present disclosure is shown;

[0016] Figure 4 A flowchart of an information processing method provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of a touch terminal for displaying an image user interface is shown in an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another touch terminal for displaying an image user interface provided by an embodiment of the present disclosure is shown;

[0019] Figure 7 A schematic diagram of another touch terminal for displaying an image user interface provided by an embodiment of the present disclosure is shown;

[0020] Figure 8 A schematic diagram of another touch terminal for displaying an image user interface provided by an embodiment of the present disclosure is shown;

[0021] Fig. 9 A schematic diagram of another touch terminal for displaying an image user interface provided by an embodiment of the present disclosure is shown;

[0022] Fig.10 A schematic diagram of another touch terminal for displaying an image user interface provided by an embodiment of the present disclosure is shown;

[0023] Fig.11 A schematic diagram of the structure of an information processing device provided by an embodiment of the present disclosure;

[0024] Fig.12 A schematic structural diagram of an electronic device provided by an embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0025] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of the present disclosure.

[0026] The terms "including" and "having" and any variations thereof mentioned in the embodiments of the present disclosure are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device including a series of steps or units is not limited to the listed steps or units, but may optionally include other steps or units that are not listed, or may optionally include other steps or units that are inherent to these processes, methods, products or devices.

[0027] The embodiments of the present disclosure provide an information processing method, device, electronic terminal and storage medium. By providing a traction control area, a controlled virtual character can be directly brought to a target traction position through simple operations, thereby improving the movement control efficiency of the controlled virtual character.

[0028] In one embodiment of the present disclosure, the information processing method can be run on a local terminal device or a server. When the information processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the information processing method are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0031] In a possible implementation, an embodiment of the present disclosure provides an information processing method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0032] For example, Figure 1 As shown, Figure 1 Schematic diagram of an application scenario provided by an embodiment of the present disclosure. The application scenario may include a touch terminal (e.g., a mobile phone 102, a tablet computer, a touch screen watch, etc.) and a server 101. The touch terminal may communicate with the server 101 via a wired network or a wireless network. The touch terminal is used to run a virtual desktop, through which the virtual desktop may interact with the server 101 to control the content in the server 101.

[0033] The touch terminal of this embodiment is described by taking a mobile phone 102 as an example. The mobile phone 102 includes components such as a radio frequency (RF) circuit 110, a memory 120, a touch screen 130, and a processor 140. Those skilled in the art can understand that Figure 2 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine some components, or separate some components, or arrange the components differently. Those skilled in the art will understand that the touch screen 130 belongs to the user interface (UI), and the mobile phone 102 may include more or fewer user interfaces than shown in the figure.

[0034] The RF circuit 110 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobilecommunication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0035] The memory 120 can be used to store software programs and modules. The processor 140 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, at least one application required for a function, etc.; the data storage area can store data created according to the use of the mobile phone 102, etc. In addition, the memory 120 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0036] The touch screen 130 can be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 130 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can collect user contact or non-contact operations on or near it (for example, Figure 3 As shown, the user uses any suitable object or accessory such as a finger 103, a stylus, etc. to operate on or near the touch panel), and generates a pre-set operation instruction. In addition, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation and posture, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into information that the processor can process, and then sends it to the processor 140, and can receive the command sent by the processor 140 and execute it. In addition, the touch panel can be implemented by various types such as resistive, capacitive, infrared and surface acoustic wave, and any technology developed in the future can be used to implement the touch panel. Further, the touch panel can cover the display panel, and the user can operate on or near the touch panel covered on the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near it, it is transmitted to the processor 140 to determine the user input, and then the processor 140 provides corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.

[0037] Processor 140 is the control center of mobile phone 102. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of mobile phone 102 and processes data by running or executing software programs and / or modules stored in memory 120, and calling data stored in memory 120, thereby monitoring the mobile phone as a whole.

[0038] The embodiments of the present disclosure are further described below in conjunction with the accompanying drawings.

[0039] Figure 4 A flowchart of an information processing method provided by an embodiment of the present disclosure is shown. The method can be applied to a touch terminal (e.g. Figure 2 As shown in the mobile phone 102). Figure 4 As shown, the method includes:

[0040] Step S410: providing a movement control area, an attack control area, and a traction control area in a graphical user interface.

[0041] The movement control area, the attack control area, and the traction control area can exist in any form in the graphical user interface. Exemplarily, the movement control area, the attack control area, and the traction control area are displayed in the graphical user interface in the form of controls, such as movement controls, attack controls, and traction controls.

[0042] Exemplarily, the movement control, attack control, and traction control may be a relatively large area on the graphical user interface, or a relatively small area on the graphical user interface. Each control may be square, rectangular, frame-shaped, circular, etc. Each control may be displayed in the upper left, upper right, or other positions in the graphical user interface, and this exemplary embodiment does not limit this.

[0043] Optional, such as Figure 5 As shown, the graphical user interface displays a movement control 501 (also often referred to as a "virtual movement joystick"), an attack control 502, and a traction control 503, which are used to control the terminal device (such as Figure 2 The controlled virtual character 504 corresponding to the touch terminal (such as the mobile phone 102 in the image) performs corresponding actions.

[0044] Step S420: In response to the movement control operation on the movement control area, the controlled virtual character is controlled to perform regular movement in the virtual environment according to the movement control operation.

[0045] The controlled virtual character refers to an object that can be controlled in a virtual environment, for example, it can be a character controlled by a player in a game, that is, "I" in the game. Optionally, the object can be a virtual person, a virtual animal, an anime character, etc. The controlled virtual character is a character controlled by a player through an input device (for example, a touch terminal), and can also be called a player virtual character, for example, Figure 5 A controlled virtual character 504 in FIG.

[0046] The conventional movement modes mentioned above may include walking, running, crawling, etc. The specific movement mode of the controlled virtual character may be determined according to the specific operation mode of the movement control operation, which may include different operation modes such as sliding operation, single click operation, long press operation, etc. For example, if the player slides left Figure 5 If the player slides the mobile control 501 to the left and then long presses the mobile control 501, the controlled virtual character 504 is controlled to run to the left in the virtual environment. In actual applications, the corresponding relationship between the operation mode of the mobile control operation and the movement mode of the conventional movement can be preset according to application needs.

[0047] The above virtual environment is the game screen displayed (or provided) when the game is running on a terminal or server, that is, the game scene used in the normal game process. During the game, the controlled virtual character can move in the virtual environment under the control of the operation instructions issued by the player to the terminal device. The position currently moved to by the controlled virtual character corresponds to the current game scene, and different positions correspond to different game scenes.

[0048] Optionally, the above virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual environment can be any one of a two-dimensional (2-dimension, 2D) virtual interaction scene, a 2.5-dimensional (2.5-dimension, 2.5D) virtual interaction scene, and a three-dimensional (3-dimension, 3D) virtual interaction scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual environment is a scene in which the user controls the complete game logic of the virtual character. Optionally, the virtual environment can also be used for a virtual environment battle between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual environment. Exemplarily, the virtual environment can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0049] Step S430, in response to the attack control operation on the attack control area, controlling the controlled virtual character to perform an attack action in the virtual environment.

[0050] During the game, the controlled virtual character can perform actions such as physical movement attacks, skill release attacks, virtual weapon attacks, etc. in the virtual environment under the control of the operating instructions issued by the player to the terminal device.

[0051] Optionally, the player can control the controlled virtual character to perform conventional attack actions in the virtual environment. Figure 5 , the player controls the controlled virtual character 504 to perform attack actions according to the conventional attack mode corresponding to the attack control 502. For example, the attack mode corresponding to the attack control 502 may include: shooting attack mode, skill attack mode, limb attack mode, melee weapon attack mode, etc. For example, during the battle between the controlled virtual character and other virtual characters, the player may control the controlled virtual character 504 to perform shooting actions on other virtual characters through the attack control 502, such as firing bullets at other virtual characters, so that the other virtual characters are damaged by the bullets.

[0052] Step S440: In response to a first traction triggering operation for the traction control area, presenting a first virtual traction object between the controlled virtual character and the first target traction position.

[0053] One end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position.

[0054] The virtual traction object may have a variety of possible forms, such as a traction rope, a traction beam, a traction mechanical flying cable prop, etc. Exemplarily, a virtual traction object is launched by a controlled virtual character to a target traction position; in this way, in order to enhance the vividness of the picture, the presentation of the virtual traction object may be played in an animation form, in which the virtual traction object gradually extends from the position of the controlled virtual character to the target traction position until one end of the virtual traction object is connected to the controlled virtual character and the other end is connected to the target traction position. Alternatively, a virtual traction object is generated between the controlled virtual character and the target traction position; in this way, in order to enhance the vividness of the picture, the presentation of the virtual traction object may be played in an animation form, in which the virtual traction object is presented between the position of the controlled virtual character and the target traction position, so that one end of the virtual traction object is connected to the controlled virtual character and the other end is connected to the target traction position. In this presentation mode, the clarity of the virtual traction object may be gradually improved, for example: the color of the virtual traction object gradually deepens to a preset color value, or the thickness of the virtual traction object gradually thickens to a preset thickness threshold.

[0055] For example, if the player performs a first traction trigger operation on the traction control area (such as the traction control 503), such as Figure 6As shown, a first virtual traction object 602 is presented between the controlled virtual character 504 and the first target traction position 601. Exemplarily, the first traction triggering operation may be an operation of single-clicking the traction control area (the traction control area may be a display area of ​​the traction control; the corresponding control may not be displayed in the traction control area), or an operation of double-clicking the traction control area (traction control), or an operation of long-pressing the traction control area (traction control).

[0056] Taking the first virtual traction object as a zipline prop as an example, the player can trigger the launch of the zipline prop (i.e., the first virtual traction object) by clicking the zipline control (i.e., the traction control). For example, when the player clicks the zipline control (traction control 503), the controlled virtual character 504 is controlled to launch the zipline prop (i.e., the first virtual traction object 602) toward the first target traction position 601 on the mountain 603, so that the first virtual traction object 602 appears between the controlled virtual character 504 and the first target traction position 601.

[0057] Step S450: Control the controlled virtual character to perform a pulling movement toward a first target pulling position through the first virtual pulling object.

[0058] Optionally, the traction movement is to control the movement of the controlled virtual character using a virtual traction object. Furthermore, there is a usage relationship between the traction movement and the virtual traction object. For example, the traction movement will consume virtual resources. For example, the virtual traction object will be consumed (for example, the controlled virtual character uses a zipline prop for traction movement, and each time the zipline prop is shot out, one zipline prop is consumed, that is, the number of zipline props of the controlled virtual character will be reduced by 1), while the regular movement has nothing to do with the virtual traction object. The regular movement does not require the use of any other props or equipment or other virtual objects. Optionally, the moving direction of the traction movement is the direction of the target traction position (here specifically the first target traction position) pointed to by the controlled virtual character, and the moving direction of the regular movement is determined according to the movement control operation. For example, the movement control operation may be a sliding operation acting on the movement control area, and the regular movement direction of the controlled virtual character can be determined according to the direction of the sliding operation. Optionally, the traction movement may be a floating movement, for example, the controlled virtual character is in a suspended state during the movement. For example, it may be an air movement, such as Figure 6In the figure, the controlled virtual character 504 flies through the air to the mountain 603; and the conventional movement is non-floating movement, such as walking, running, crawling, etc. on the ground, on the mountain, on the roof. Optionally, the moving speed of the traction movement is greater than the moving speed of the conventional movement. Optionally, the traction movement constrains the target moving position of the controlled virtual character (i.e., the first target traction position here) through the virtual traction object. Optionally, the target traction position (e.g., the first target traction position and other target traction positions) can be determined in the virtual environment according to the direction of the controlled virtual character. Optionally, the target traction position (e.g., the first target traction position and other target traction positions) can be determined in the virtual environment according to the direction of the virtual camera.

[0059] In an optional implementation, the method includes: canceling the presentation of the first virtual traction object. For example, the first virtual traction object may be canceled after the controlled virtual character is controlled to perform traction movement to the first target traction position by the first virtual traction object; or the first virtual traction object may be canceled during the process of controlling the controlled virtual character to perform traction movement to the first target traction position by the first virtual traction object; and so on.

[0060] In this way, a movement control area, an attack control area, and a traction control area can be provided in a graphical user interface. By responding to a movement control operation on the movement control area, the controlled virtual character can be controlled to perform a conventional movement in a virtual environment. By responding to an attack control operation on the attack control area, the controlled virtual character can be controlled to perform an attack action in a virtual environment. By responding to a first traction trigger operation on the traction control area, a first virtual traction object can be presented between the controlled virtual character and a first target traction position. One end of the first virtual traction object is connected to the controlled virtual character, and the other end is connected to the first target traction position. Then, the controlled virtual character is controlled to perform a traction movement toward the first target traction position through the first virtual traction object. In this way, it is possible to control the controlled virtual character to perform a conventional movement through the movement control area, and to control the controlled virtual character to perform an attack action through the attack control area when it is necessary to attack a target. In some application scenarios, a virtual traction object can be directly presented between the controlled virtual character and the target traction position through a traction trigger operation on the traction control area. Since one end of the virtual traction object is connected to the controlled virtual character and the other end is connected to the target traction position, the controlled virtual character can be controlled to perform a traction movement directly toward the target traction position through the first virtual traction object. In this way, on the basis of being compatible with conventional movement control and attack control, through the traction control area, only one traction trigger operation is required to enable the controlled virtual character to directly reach the target traction position, thereby improving the human-computer interaction efficiency of the movement control of the controlled virtual character, alleviating the technical problem of low human-computer interaction efficiency of the movement control of the controlled virtual character in the game, and being able to meet the various control requirements of players in multiple different application scenarios, thereby improving the flexibility of character control in the game. Optionally, the selection strategy of the first target traction position can be determined according to the traction configuration parameters.

[0061] Among them, the traction configuration parameters include a first optional configuration and a second optional configuration; the first optional configuration corresponds to a first selected strategy, and the second optional configuration corresponds to a second selected strategy; the first selected strategy is to determine the first target traction position in the virtual environment according to the direction of the controlled virtual character; the second selected strategy is to determine the first target traction position in the virtual environment according to the direction of the virtual camera.

[0062] In this way, there is no need to perform other tedious operations such as aiming to determine the direction. The first target traction position can be directly determined according to the direction corresponding to the selected strategy, and the first virtual traction object can be presented between the controlled virtual character and the first target traction position, further improving the efficiency of the movement control of the controlled virtual character.

[0063] The direction of the virtual camera may be the shooting direction of the virtual camera, i.e., the direction of the lens field of view. Optionally, the direction of the controlled virtual character is the orientation of the controlled virtual character and / or the moving direction of the virtual character. The direction of the controlled virtual character may include the moving direction of the controlled virtual character, the facial orientation of the controlled virtual character, the leg orientation of the controlled virtual character, etc. For example, the direction of the controlled virtual character is the orientation and / or moving direction of the controlled virtual character. Exemplarily, when the controlled virtual character is stationary, the direction of the controlled virtual character may be the orientation of the virtual character, and the direction of the controlled virtual character may be the moving direction of the virtual character. By means of the orientation and moving direction of the controlled virtual character, the direction of the controlled virtual character is made more flexible and comprehensive.

[0064] Optionally, the process of determining the first target traction position in the virtual environment according to the direction of the controlled virtual character in the first selected strategy may include: determining the first target traction position in the virtual environment according to the direction of the controlled virtual character, the position of the controlled virtual character and the length threshold of the first virtual traction object. Exemplarily, the position of the controlled virtual character or the position of the virtual camera may be used as the starting point (or the horizontal coordinates of the controlled virtual character / virtual camera are used as the horizontal coordinates of the starting point, and the height of the starting point perpendicular to the horizontal plane may be a preset height, or the height of the starting point is determined according to the height of the controlled virtual character or the height of the virtual camera) to emit a virtual ray (the direction of the virtual ray is the direction of the virtual character or the direction of the virtual camera), and collision detection is performed in the virtual environment through the virtual ray. If the position determined by the collision detection is within the above-mentioned length threshold range, the position is determined as the first target traction position. If the position determined by the collision detection exceeds the above-mentioned length threshold range, the offset angle of the virtual ray may be tried to be adjusted, and the adjusted emission angle may be used to try to determine whether the new collision detected position is within the above-mentioned length threshold range. For another example, multiple virtual rays may be emitted within a predetermined angle range in the direction of the virtual character or the virtual camera, multiple positions may be determined through collision detection using the multiple virtual rays, and one position that meets a length threshold may be automatically selected from the multiple positions as the first target traction position.

[0065] Take the first virtual traction object as a zipline prop as an example. Figure 7 As shown, the player can set the traction configuration parameters through the zipline prop setting interface. The player can first select the "direct launch" option from the "open scope aiming" option and the "direct launch" option. Then, the traction configuration parameters set by the player can be the above-mentioned first optional configuration (such as Figure 7 The "self-movement direction" option in ), or the second optional configuration mentioned above (such as Figure 7 'Camera View Direction' option in .

[0066] If the player selects the "self-moving direction" option, it corresponds to the first selected strategy for determining the first target traction position in the virtual environment according to the self-moving direction of the controlled virtual character. When the player performs the first traction trigger operation, the system first determines that the current player has set the "direct launch" option, and then determines that the direct launch direction selection strategy is to determine the first target traction position in the virtual environment according to the self-moving direction of the controlled virtual character, and then first determine the target traction direction according to the self-moving direction, and then determine the traction target distance according to the length threshold of the virtual traction object or the operating parameters of the first traction trigger operation, and finally determine the first target traction position more accurately according to the traction target distance in the target traction direction.

[0067] Optionally, the direction of the controlled virtual character may be determined first according to the orientation and / or movement direction of the controlled virtual character, and then the first target traction position may be determined in the virtual environment according to the direction and position of the controlled virtual character.

[0068] Taking the first virtual traction object as a zipline prop as an example, when the player performs the first traction trigger operation, the system first determines that the current player has set the "direct launch" option, and then determines the direction of direct launch. The selection strategy is to determine the first target traction position in the virtual environment according to the self-moving direction of the controlled virtual character, and then determine the target traction direction according to the self-moving direction, and then determine the first target traction position in the virtual environment according to the position of the controlled virtual character and the target traction direction. For example, a ray is emitted in the target traction direction with the position of the controlled virtual character as the starting point. If the ray contacts a virtual object during the emission process, the contact point between the ray and the virtual object is the first target traction position. The first target traction position may also not be determined according to the length threshold, that is, the first target traction position may not be limited by the length threshold.

[0069] As another example, the process of determining the first target traction position in the virtual environment according to the direction of the virtual camera in the above-mentioned second selected strategy may include: determining the first target traction position in the virtual environment according to the shooting direction of the virtual camera, the position of the controlled virtual character and the length threshold of the first virtual traction object.

[0070] Take the first virtual traction object as a zipline prop as an example. Figure 7As shown, if the player selects the "lens field of view direction" sub-option in the "direct launch" option, it corresponds to the second selected strategy for determining the first target traction position in the virtual environment according to the lens field of view direction. When the player performs the first traction trigger operation, the system first determines that the current player's setting is the "direct launch" option, and then determines that the direction selection strategy for direct launch is to determine the first target traction position in the virtual environment according to the lens field of view direction, and then first determines the target traction direction (for example, it can be a collision detection direction) according to the current lens field of view direction, and then determines the first target traction position in the virtual environment according to the target traction direction, the position of the controlled virtual character and the length threshold of the first virtual traction object. For example, the traction target distance is first determined according to the length threshold of the virtual traction object or the operating parameters of the first traction trigger operation, and finally the first target traction position is more accurately determined according to the traction target distance in the target traction direction with the position of the controlled virtual character as the origin.

[0071] In this way, only one traction trigger operation is required to determine the first target traction position according to the direction selection strategy corresponding to the direct launch option set in advance by the player or the system, and then quickly present the virtual traction object between the first target traction position and the controlled virtual character. The player no longer needs to perform other tedious operations such as aiming to determine the traction direction, making the presentation trigger operation of the virtual traction object more convenient and quick, which can not only control the virtual traction object more directly, quickly and efficiently, but also make the traction direction of the virtual traction object meet the player's wishes through the direction selection strategy set in advance, thereby improving the efficiency of determining the first target traction position.

[0072] Optionally, the above traction configuration parameters also include a third optional configuration, and the third optional configuration corresponds to a third selection strategy; the third selection strategy is to determine the first target traction position according to other virtual characters in the virtual environment. Exemplarily, the selection strategy of the above first target traction position can be determined according to the direction of other virtual characters. For example, other virtual characters can be enemy characters of the controlled virtual character, characters of different camps, or virtual characters locked by the controlled virtual character, etc. The role locking function is a conventional technical means in the relevant technology and will not be described in detail here.

[0073] This method of determining the first target traction position through the third selection strategy can directly determine the first target traction position according to the direction corresponding to the selection strategy without the need for other tedious operations such as aiming to determine the direction. The operation is simple and easy.

[0074] Take the first virtual traction object as a zipline prop as an example. Figure 7As shown, if the player selects the "direct firing" option, the player can select the direction selection strategy corresponding to each state based on the two different states of the controlled virtual character, "no locked target" and "locked target". Figure 7 In the state of "no firing direction when locked", you can choose from the two options of "own moving direction" and "lens field of view direction", and in the state of "fire direction when locked", you can choose from the three options of "locked target direction" (the direction of the above-mentioned other virtual characters), "own moving direction" and "lens field of view direction". If the player selects "own moving direction" in the state of "no firing direction when locked", and selects "locked target direction" in the state of "fire direction when locked", when the player performs the first traction trigger operation, the system first determines whether the currently controlled virtual character is in the state of "fire direction when locked" (that is, other virtual characters have been locked) or "fire direction when not locked" (that is, other virtual characters are not locked): if the currently controlled virtual character is in the state of "fire direction when locked", the first target traction position is determined in the virtual environment according to the locked target direction (the direction of the above-mentioned other virtual characters) locked by the controlled virtual character; if the currently controlled virtual character is in the state of "fire direction when not locked", the first target traction position is determined in the virtual environment according to the own moving direction of the controlled virtual character.

[0075] In this way, through multiple direction selection strategies such as other virtual characters (such as the locked target of the controlled virtual character mentioned above), the direction of the controlled virtual character (such as the above-mentioned moving direction of itself), and the direction of the virtual camera (the above-mentioned lens field of view direction), it is possible to intelligently select points according to the direction selection strategy set by the player. For example, when there is no locked target, the point can be shot in the direction of the lens field of view or the direction of its own movement. If there is a locked target, the point can be shot in the direction of the locked target. This makes the direction selection strategy of the virtual traction prop more comprehensive and flexible.

[0076] Optionally, the method may further include: if the selected strategy of the first target traction position is the first selected strategy and the angle between the direction of the virtual camera and the direction of the controlled virtual character is greater than the first preset angle, adjusting the direction of the virtual camera so that the angle between the direction of the virtual camera and the direction of the controlled virtual character is less than the second preset angle during the process of controlling the controlled virtual character to perform traction movement to the first target traction position through the first virtual traction object; wherein the second preset angle is less than or equal to the first preset angle. In this way, the player can observe the first target traction position and the virtual traction object presented between it and the controlled virtual character through the graphical user interface, for example, the first target traction position appears in the center of the graphical user interface.

[0077] By adjusting the deviation of the lens field of view direction when traction is triggered when there is a large angular deviation between the direction of the controlled virtual character and the direction of the lens field of view, it can be ensured that the player can see the effect of the virtual traction object, making it easier for the player to observe the process of traction to the first target traction position. Further, it is easier for the player to control the controlled virtual character after the controlled virtual character performs the traction movement.

[0078] Optionally, the selected strategy for the first target traction position may also be determined based on whether the controlled virtual character has locked other virtual characters. For example, if the controlled virtual character has not locked other virtual characters, the first selected strategy is determined as the selected strategy for the first target traction position, and if the controlled virtual character has locked other virtual characters, the second selected strategy is determined as the selected strategy for the first target traction position; or, if the controlled virtual character has not locked other virtual characters, the first selected strategy is determined as the selected strategy for the first target traction position, and if the controlled virtual character has locked other virtual characters, the third selected strategy is determined as the selected strategy for the first target traction position; or, if the controlled virtual character has not locked other virtual characters, the second selected strategy is determined as the selected strategy for the first target traction position, and if the controlled virtual character has locked other virtual characters, the third selected strategy is determined as the selected strategy for the first target traction position; and so on.

[0079] Optionally, the selected strategy of the first target traction position can also be determined based on whether the controlled virtual character has locked other virtual characters and the traction configuration parameters. For example, if the controlled virtual character has not locked other virtual characters, the selected strategy can be determined from the traction configuration parameters corresponding to the controlled virtual character not locking other virtual characters; if the controlled virtual character has locked other virtual characters, the selected strategy can be determined from the traction configuration parameters corresponding to the controlled virtual character having locked other virtual characters. Exemplarily, the traction configuration parameters corresponding to the controlled virtual character not locking other virtual characters include a selectable first optional configuration and a second optional configuration, and the player or the system can select one of the optional configurations in advance as the configuration corresponding to the controlled virtual character not locking other virtual characters; or, the traction configuration parameters corresponding to the controlled virtual character having locked other virtual characters include a selectable first optional configuration, a second optional configuration, and a third optional configuration, and the player or the system can select one of the optional configurations in advance as the configuration corresponding to the controlled virtual character having locked other virtual characters. Optionally, the traction configuration parameters also include a fourth optional configuration, which corresponds to a fourth selection strategy; the fourth selection strategy is to determine the first target traction position according to the operation parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object; wherein the scene parameters include at least one of the following: the direction and camera position of the virtual camera, and the direction and character position of the controlled virtual character. The above-mentioned operation parameters may include the touch direction, touch duration or number of touches of the first traction trigger operation. The first target traction position can be determined more intelligently through the current scene situation, the longest length of the virtual traction object, the game operation situation and other actual conditions.

[0080] Optionally, the process of determining the first target traction position according to the operating parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object in the above-mentioned fourth selection strategy may include: determining the ray detection orientation according to the operating parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object; determining a candidate point set in the virtual environment through a conical ray set according to the ray detection orientation and a preset maximum number of ray detections; determining the first target traction position from the candidate point set according to the candidate point priority corresponding to the ray detection orientation and the distance parameters of the candidate points in the candidate point set.

[0081] Among them, the distance parameter represents the distance from the candidate point to the controlled virtual character; the ray detection orientation represents the ray direction and ray position passing through the ray detection; and the conical ray set is a set of multiple preset conical rays.

[0082] Taking the first virtual traction object as a zipline prop as an example, the process of determining the final target zipline prop position (first target traction position) may include the following process:

[0083] First, the basic detection orientation is calculated based on data such as the character status and operation parameters. Exemplarily, the ray detection orientation is determined based on the operation parameters of the first traction trigger operation (such as parameters of double-click, short press, long press, etc.), the lens orientation of the virtual camera (such as the screen coordinate to the world space direction D_c), the camera position of the virtual camera (such as the camera coordinate P_c), the camera parameters of the virtual camera (such as 2.5D lens, 3D lens, etc.), the character orientation and character position of the controlled virtual character (such as the character's coordinates P_a, facing F_a), the default detection distance and other data, wherein the ray detection orientation may include data such as the ray origin P_o, the ray direction D_o, and the detection distance d.

[0084] Then, multiple candidate points are calculated using the cone ray set according to the ray detection orientation. For example, the candidate point set S_p is calculated using the cone ray set according to the maximum number of ray detections C, the radius offset r relative to the original ray direction, the ray origin P_o, the ray direction D_o, and the detection distance d.

[0085] Afterwards, the priority of each candidate point is calculated according to the candidate point set. For example, the scoring results of each candidate point are calculated according to the candidate environmental point set S_p and the basic ray direction D_look, and the priority of each candidate point is sorted according to the size of the scoring result. The higher the score of the scoring result, the higher the priority. Therefore, the candidate point with the highest score is finally selected as the first target traction position according to the scoring result.

[0086] In this way, scoring is performed by intelligent point selection, and the optimal first target traction position is more accurately selected from multiple virtual environment candidate positions through ray detection based on data such as the operating parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object. That is, the point with the highest score, that is, the most suitable traction position, is more accurately selected as the final selected point, that is, the first target traction position.

[0087] Optionally, before step S440, the method may further include: providing a traction setting item of the first virtual traction object through a graphical user interface; in response to a selection operation on the traction setting item, determining a selected traction setting item from a plurality of traction setting items according to the selection operation; wherein the plurality of traction setting items include an aiming traction item and a direct traction item, and the direct traction item includes a first optional configuration, a second optional configuration, and a third optional configuration. Thus, through the first optional configuration, the second optional configuration, and the third optional configuration, the player can set the traction configuration parameters to the first optional configuration, the second optional configuration, or the third optional configuration in advance through the selection operation, so that the direction selection strategy is more in line with and closer to the player's real intention.

[0088] Optional, such as Figure 7 As shown, in the zipline prop setting interface, after the player selects the direct launch option from the direct launch option (direct traction option) and the aiming launch option (aim traction option), the sub-options under the option can pop up, namely, "self-moving direction", "lens field of view direction" and "lock target direction" and other sub-options. Based on this, the player can set direct traction or aiming traction in advance through selection operations. The direction of direct traction includes the direction of the above-mentioned controlled virtual character (such as the self-moving direction), the direction of the virtual camera (lens field of view direction), and the direction of other virtual characters (such as the locked target direction). Through the selection operation, the target traction position is more in line with and close to the player's real intention.

[0089] Optionally, in addition to the above-mentioned traction method of directly presenting the virtual traction object through the first traction trigger operation, the presentation of the virtual traction object can also be achieved through the aiming process. As an example, the method may also include: in response to a second traction trigger operation for the traction control area, displaying an aiming range indicator in the graphical user interface; in response to a first sliding operation continuous with the second traction trigger operation, adjusting the direction of the virtual camera according to the first sliding operation to determine the second target traction position in the virtual environment through the aiming range indicator.

[0090] The aiming range indicator may be a variety of aiming range prompts, such as a circle, bracket, or crosshair. Figure 8 As shown, in the aiming state, the aiming range indicator is represented in the form of brackets (the outermost two arcs on the left and right) combined with a crosshair 801, wherein the crosshair 801 can represent the center position of the aiming range indicator controlled by the player. The system can determine the second target traction position according to the direction indicated by the center position of the aiming range indicator. For example, a ray is emitted from the position of the controlled virtual character in the direction aimed at by the crosshair. By emitting a ray in a certain direction, the ray length is determined based on the length threshold of the virtual traction object, and then the second target traction position is determined.

[0091] Exemplarily, the second traction trigger operation may be a variety of operation modes, such as a long press operation on the traction control, a long press operation in the virtual environment, a click operation on the traction control, and the like.

[0092] Taking the virtual traction object as an example of a zipline prop, the player can enter the zipline prop aiming state by long pressing the zipline control. The aiming range indicator can be displayed in the middle of the interface. The crosshair 801 at the center of the aiming range indicator represents the anchor point of the final landing point of the zipline prop. The player can select the final second target traction position by observing the appearance position of the anchor point and sliding on the zipline control.

[0093] Optionally, the aiming range indicator follows the first sliding operation to adjust the direction of the virtual camera, so that the aiming range indicator is always displayed at a fixed position in the graphical user interface. In this way, the lens field of view of the virtual camera can follow the movement of the above-mentioned anchor point, so that the anchor point is always fixedly displayed in the interface, making it easy for the player to observe the anchor point position.

[0094] Optionally, the aiming process can also be achieved through other operating methods, for example, clicking the zipline control corresponding to the zipline prop (the control can also be called a traction control) to enter the aiming state of the zipline prop. The player can then drag the interface to adjust the anchor point of the aiming range indicator. After the dragging operation ends, clicking the zipline control again can launch the zipline prop (virtual traction object), thereby making the selection of the destination position of the launched zipline prop (virtual traction object) more accurate.

[0095] Furthermore, after the above-mentioned process of adjusting the direction of the virtual camera according to the first sliding operation in response to the first sliding operation continuous with the second traction triggering operation, so as to determine the second target traction position in the virtual environment through the aiming range indicator, the method may also include: in response to the end of the touch control of the first sliding operation, determining the second target traction position according to the direction corresponding to the indication of the aiming range indicator in the virtual environment, and presenting a second virtual traction object between the controlled virtual character and the second target traction position; and controlling the controlled virtual character to perform traction movement to the second target traction position through the second virtual traction object. Among them, one end of the second virtual traction object is connected to the controlled virtual character, and the other end of the second virtual traction object is connected to the second target traction position. In this way, the virtual traction object can be directly presented (such as directly launching a zipline prop) after the touch control of the first sliding operation ends, making the operation of presenting the virtual traction object more convenient and quick.

[0096] Taking the second virtual traction object as an example, after the player selects the second target traction position, the zipline prop can be shot out by simply letting go of the touching interface. The zipline prop will appear between the controlled virtual character and the second target traction position, making the zipline prop launching operation more convenient and quick.

[0097] In an optional implementation, the second virtual traction object may be canceled. For example, the second virtual traction object may be canceled after the controlled virtual character is controlled to perform traction movement to the second target traction position by the second virtual traction object; or the second virtual traction object may be canceled during the process of controlling the controlled virtual character to perform traction movement to the second target traction position by the second virtual traction object; and so on.

[0098] Optionally, the process of determining the second target traction position in the virtual environment through the aiming range indicator may include: if there is an enemy virtual character in the range indicated by the aiming range indicator, determining the second target traction position according to the enemy virtual character; if there is no enemy virtual character in the range indicated by the aiming range indicator, determining the second target traction position according to the direction indicated by the center position of the aiming range indicator. In this way, when selecting the target traction position, if there is an enemy virtual character in the range indicated by the aiming range indicator, the enemy virtual character can be preferentially tractioned to improve the traction efficiency of the enemy virtual character.

[0099] Take the second virtual traction object as a zipline prop as an example. Fig. 9 As shown, during the process of the player sliding the interface to aim, when there is an enemy virtual character 901 within the range indicated by the aiming range indicator, the enemy locking mark 802 of the zipline prop (virtual traction object) is displayed in the interface. When this enemy locking mark 802 appears, if the player lets go and no longer touches the interface, the zipline prop can be immediately launched at the locked enemy virtual character 901. Optionally, when the enemy locking mark 802 is displayed, a sound effect can be emitted to remind the player that the zipline prop is locked to the enemy virtual character. When the zipline prop is locked to the enemy virtual character, the enemy locking mark 802 can also continue to rotate clockwise, that is, the enemy locking mark 802 can be a dynamic mark.

[0100] In actual applications, the crosshairs 801 at the center of the aiming range indicator may not overlap with the enemy lock mark 802. An exemplary application scenario is that during the determination of the second target traction position, an enemy virtual character may appear within the range of the aiming range indicator. At this time, the zipline prop may be preferentially shot at the enemy virtual character, that is, when the enemy lock mark is displayed, the second target traction position may be immediately corrected to the position of the enemy virtual character after the player lets go, thereby improving the efficiency of the zipline prop shooting at the enemy virtual character.

[0101] Furthermore, the above-mentioned process of determining the second target traction position according to the direction indicated by the center position of the aiming range indicator if there is no enemy virtual character in the range indicated by the aiming range indicator may specifically include: if there is no enemy virtual character in the range indicated by the aiming range indicator, and there is a traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, the target traction position indicator is displayed in the aiming range indicator; if there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, the target traction position indicator is not displayed in the aiming range indicator.

[0102] In this way, the second target traction position is determined by the traction position that meets the second virtual traction object length threshold in the direction indicated by the center position of the aiming range indicator, making the determination process of the second target traction position more comprehensive and flexible.

[0103] As a possible implementation, the target traction position indicator is used to indicate the second target traction position. Exemplarily, if there is a legal point in the direction indicated by the center position of the aiming range indicator that the length of the second virtual traction object can be towed to (such as the zipline prop can be hooked), then the aiming range indicator displays the crosshairs 801; if there is no legal point in the direction indicated by the center position of the aiming range indicator that the length of the second virtual traction object can be towed to, then the aiming range indicator no longer displays the crosshairs 801. Fig.10 As shown, only the brackets on the aiming range indicator are displayed, and on this basis, a prompt message that the length threshold of the second virtual traction object is exceeded can also be displayed. In this way, it can be clearly prompted to the player whether there is a legal point in the direction indicated by the center position of the aiming range indicator that the length of the second virtual traction object can be traction to, so that the player can adjust the position of the aiming range indicator in time through sliding operation.

[0104] As another example, the above-mentioned process of determining the second target traction position according to the direction indicated by the center position of the aiming range indicator if there is no enemy virtual character in the range indicated by the aiming range indicator may include: if there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, determining whether there is a corrected traction position that meets the length threshold within a first preset range in the direction indicated by the center position; if there is a corrected traction position, displaying the target traction position indicator corresponding to the corrected traction position in the graphical user interface, and determining the corrected traction position as the second target traction position.

[0105] Optionally, taking the first virtual traction object as a zipline prop as an example, when the player lets go of the touch interface and triggers the launch of the zipline prop, the system can intelligently adjust the selection point. When long pressing to aim, the anchor point can be fixedly displayed in the middle of the screen, but when the player lets go, the landing point can be intelligently adjusted to a legal point that the zipline prop can hook according to the actual area where the anchor point is located. Since the anchor point does not represent a point, but a range, when there is a legal point within the range that can be hooked, the anchor point will appear. At this time, the anchor point may not represent the target point that the zipline prop will eventually shoot to, so it can be adjusted once when the player lets go and actually shoots, that is, after the player lets go and before the zipline prop is hooked, the anchor point is adjusted to a legal point and the anchor point falls on the final legal target point.

[0106] In an optional embodiment of the present disclosure, if there is no legal point in the direction indicated by the center position of the aiming range indicator that the length of the second virtual traction object can be towed to (such as the zipline prop can be hooked), the system can intelligently adjust the selection point of the second target traction position, that is, within a certain range in the direction of the center position, the landing point is automatically adjusted to the legal point in the direction of the second virtual traction object that the length can be towed to (such as the zipline prop can be hooked), such as Figure 8 The second virtual traction object can be towed to the position indicated by the locked enemy mark 802 on the mountain 603, thereby improving the success rate of the traction operation.

[0107] Furthermore, the method may also include: in response to the end of the touch control of the first sliding operation, and the absence of a corrected traction position that meets the length threshold within the first preset range around the direction indicated by the center position, canceling the displayed aiming range indicator, and canceling the controlled virtual character's control over the second virtual traction object. Taking the first virtual traction object as a zipline prop as an example, when the player ends the touch control, if there is no legal point that the length of the zipline prop can hit in the direction indicated by the center position of the aiming range indicator, it will no longer be displayed in the aiming range indicator, and the controlled virtual character cannot launch the zipline prop. In this way, the player can be clearly prompted that the current traction trigger operation cannot be pulled to the legal point, which makes it easier for the player to promptly understand the traction failure result of the current traction trigger operation, and avoids the player from mistakenly thinking that the traction is successful.

[0108] Optionally, if there is an enemy virtual character in the range indicated by the aiming range indicator, after the process of determining the second target traction position according to the enemy virtual character, the method may also include: displaying the target traction position indicator at the corresponding position of the enemy virtual character, and presenting a second virtual traction object between the controlled virtual character and the enemy virtual character in response to the end of the touch of the first sliding operation.

[0109] For example, Fig. 9As shown, when there is an enemy virtual character 901 within the range indicated by the aiming range indicator, a pulled enemy lock mark 802 is displayed in the interface. The enemy lock mark 802 can also be displayed dynamically when displayed, for example, the enemy lock mark 802 can continue to rotate clockwise. When the enemy virtual character is locked, a sound effect can also be emitted to remind the player that the enemy virtual character is locked. If the player lets go when the enemy lock mark 802 is displayed, that is, no longer touches the interface, the zipline prop can be immediately launched to the enemy virtual character 901 locked by the enemy lock mark 802.

[0110] When there is an enemy virtual character within the range of the aiming range indicator controlled by the player, a target traction position indicator for traction of the enemy virtual character is displayed, and when the player lets go at this time, the virtual traction object is immediately released to the enemy virtual character, thereby improving the traction efficiency for the enemy virtual character and facilitating the quick and accurate release of the virtual traction object to the enemy virtual character.

[0111] Optionally, the method may further include: in response to the traction distance corresponding to the designated traction position being greater than a preset traction threshold, displaying a prompt message of exceeding the traction threshold in the graphical user interface. In this way, if the traction position selected by the player exceeds the length threshold of the virtual traction object, when the player lets go, the player may be prompted that the selected position exceeds the maximum range of the virtual traction object, so that the player can promptly understand the reason for the traction failure.

[0112] The designated pulling position is the first target pulling position or the second target pulling position. Taking the first virtual pulling object as a zipline prop as an example, when the player aims, if the position selected by the player exceeds the maximum range of the zipline prop, such as Fig.10 As shown, a prompt "exceeding threshold" is displayed in the graphical user interface. When the prompt "exceeding threshold" appears, if the player lets go, the zipline prop will not be launched, but the aiming state will be exited.

[0113] Optionally, in addition to the above-mentioned direct presentation of the virtual traction object through the first traction trigger operation and the traction method of long pressing and aiming, the presentation of the virtual traction object can also be achieved through other operations such as double-clicking. As an example, the method may also include: in response to a third traction trigger operation acting on the graphical user interface, determining a third target traction position in the virtual environment according to the position of the third traction trigger operation; presenting a third virtual traction object between the controlled virtual character and the third target traction position; and controlling the controlled virtual character to perform traction movement to the third target traction position through the third virtual traction object. In this way, when the controlled virtual character fights with the enemy character, the player can quickly specify the target position of the traction movement and use the traction movement to get away from the enemy character (for example, when the controlled virtual character is at a disadvantage in the battle, he can quickly escape), further improving the human-computer interaction efficiency of the movement control of the controlled virtual character.

[0114] It should be noted that the third traction trigger operation does not require operating the traction control, but can be directly clicked on the virtual environment screen in the interface. For example, the third traction trigger operation can be a double-click on the virtual environment screen, or a single click on the virtual environment screen, triple-click on the virtual environment screen, or other operations.

[0115] Exemplarily, taking the third traction trigger operation as a double-click operation as an example, an anchor mark can be displayed when the virtual environment is clicked for the first time, and clicking again within a certain range around this position can directly trigger the virtual traction object to the position where the anchor mark appears, making the virtual traction object selection method more convenient. As an example, the above-mentioned process of determining the third target traction position in the virtual environment according to the position of the third traction trigger operation in response to the third traction trigger operation acting on the graphical user interface can specifically include: in response to the first click operation acting on the graphical user interface, displaying the first anchor mark in the graphical user interface according to the first click operation; in response to the second click operation acting on the graphical user interface, determining the third target traction position in the virtual environment according to the position of the first anchor mark.

[0116] The interval between the first click operation and the second click operation is less than or equal to a first preset duration, and the distance between the touch points of the first click operation and the second click operation is less than or equal to a first distance threshold.

[0117] Taking the zipline prop as the first virtual traction object as an example, when you click on any point in the virtual environment screen for the first time, an anchor point mark can be displayed at the clicked position. When you click this position again within a short period of time, you can directly launch the zipline prop to the target zipline position corresponding to the anchor point mark in the virtual environment, so that the controlled virtual character follows the zipline prop to the target zipline position.

[0118] Thus, the target traction position (such as the target zipline position) can be selected by double-clicking. Optionally, the second click may not completely coincide with the first click position, and there may be a tolerance area between the two clicks, thereby helping the player to more quickly present the virtual traction object by double-clicking.

[0119] In an optional implementation, the method includes: canceling the presentation of the third virtual traction object. For example, after the controlled virtual character is controlled by the third virtual traction object to perform traction movement to the third target traction position, the presentation of the first virtual traction object is canceled; or, during the process of controlling the controlled virtual character to perform traction movement to the third target traction position by the third virtual traction object, the presentation of the third virtual traction object is canceled; and so on.

[0120] Furthermore, after the process of displaying the first anchor point mark in the graphical user interface according to the first click operation in response to the first click operation, the method may also include: in response to not receiving the second click operation within the first preset time after the first click operation or receiving the third click operation after exceeding the first preset time, canceling the display of the first anchor point mark. In this way, only by clicking again within the preset time after the first click can the virtual traction object be triggered to the first click position. If the double-click interval time exceeds, the first click point position is reset and canceled, and the state is restored to a normal state without clicking, so as to avoid affecting other operations and causing erroneous operations.

[0121] Exemplarily, the time for determining a double-click can be adjusted in a short period of time. For example, if the double-click interval is set to 0.5 seconds, the player must click again within 0.5 seconds after the first click to launch a zipline prop (virtual traction object) to the first click position. If the double-click time is exceeded, the first point selection is reset and canceled, and the state is restored to a normal state without clicking, thereby preventing traction-related operations from affecting other operations outside of traction.

[0122] Optionally, the method for determining the traction position triggered by the third traction triggering operation may include multiple methods, so that the method for determining the traction position is more comprehensive and flexible.

[0123] As an example, in response to the second click operation acting within the second preset range around the first anchor mark, the process of determining the third target traction position in the virtual environment according to the position of the first anchor mark may include: in response to the first anchor mark being in a designated area corresponding to the first virtual object in the graphical user interface, determining the third target traction position as the position of the first virtual object. The area of ​​the designated area is larger than the area occupied by the first virtual object in the graphical user interface.

[0124] Since the first virtual object occupies a very small area in the interface, a selection area (the designated area corresponding to the first virtual object) that is larger than the area of ​​the first virtual object can be set, such as a wireframe that is larger than the character model of the first virtual object. The first virtual object is selected as long as the click is within the selection area, thereby facilitating the selection of the first virtual object and other target objects.

[0125] Taking the zipline prop as the first virtual traction object as an example, as an auxiliary aiming of the enemy virtual character (the first virtual object) by double-clicking the zipline prop, the enemy virtual character is selected as long as the click operation is within the designated area corresponding to the enemy virtual character.

[0126] As another example, the above-mentioned process of determining the third target traction position in the virtual environment according to the position of the first anchor point identifier in response to the second click operation performed within the second preset range around the first anchor point identifier may include: in response to the distance between the first position corresponding to the first anchor point identifier in the virtual environment and the controlled virtual character being greater than a length threshold of the third virtual traction object, determining a second position within the third preset range around the first position that is less than or equal to the length threshold and is closest to the first position; and determining the second position as the third target traction position.

[0127] Exemplarily, taking the first virtual traction object as a zipline prop, when it exceeds the maximum range of the zipline prop, the closest position (second position) that the zipline prop can hook can be intelligently selected around it according to the position in the virtual environment screen clicked by the player (first position), thereby ensuring that the direction in which the zipline prop is ultimately controlled to fly is the direction that the zipline prop itself can reach and is the direction desired by the player.

[0128] Optionally, a traction cancel control is displayed in the above graphical user interface; the method may further include: in response to the second traction trigger operation, sliding to the traction cancel control and ending the touch control at the traction cancel control, canceling the display of the aiming range indicator in the graphical user interface, and canceling the determined second target traction position. In this way, for the above long press aiming operation mode, the target traction position can be canceled by sliding to the cancel control while long pressing the aiming operation, making the traction control more flexible.

[0129] For example, taking the second virtual traction object as a zipline prop, the zipline prop can be canceled and released, that is, for the above-mentioned zipline prop control methods such as long press aiming and single click aiming, the aiming state of the zipline prop can be canceled and exited through some cancel operations, for example, Figure 8 and Fig. 9 As shown, long press the aiming operation (second traction triggering operation) and slide to the right to cancel control 803, and end the touch at the cancel control 803, then exit the aiming state and the zipline triggering state corresponding to the zipline prop.

[0130] Optionally, the cancel control 803 on the right can be turned off through the settings item. The control is turned on by default. The cancel control can also customize the control parameters, such as size, position, transparency, etc.

[0131] The above-mentioned method of sliding to the traction cancellation control through the second traction trigger operation and ending the touch here can cancel the determined second target traction position, and realizes that the determination process of the second target traction position and the cancellation process of the determination can be completed with one hand, thereby improving the convenience of operation.

[0132] Furthermore, the above process of sliding to the traction cancel control in response to the second traction trigger operation and ending the touch control at the traction cancel control, canceling the display of the aiming range indicator in the graphical user interface, and canceling the determined second target traction position may include: in response to the second traction trigger operation, sliding to the traction cancel control in response to the second traction trigger operation, controlling the direction adjustment of the virtual camera according to the second sliding operation; in response to the second sliding operation, ending the touch control at the traction cancel control, canceling the display of the aiming range indicator in the graphical user interface, and controlling the direction adjustment of the virtual camera to the direction corresponding to the specified shooting angle. In this way, when the second traction trigger operation slides to the cancel control in the aiming state, the lens can move with the sliding operation, and when the touch control ends at the cancel control, the lens can return to the specified field of view, so that the field of view can be corrected in time with the cancellation of the aiming.

[0133] For example, in particular for 3D games, sliding the screen in a 3D game will simultaneously rotate the lens of a virtual camera in a 3D virtual environment. In the disclosed embodiment, the lens pitch angle can be reset to a default preset interval value while canceling the traction. For example, during the process of sliding the second traction trigger operation to the cancel control, the lens of the virtual camera in the 3D virtual environment can move with the sliding operation, and when canceling the traction, the lens field of view can be reset to the direction corresponding to the specified shooting angle, so that the field of view can be corrected in time with the cancellation of the traction.

[0134] Optionally, the movement control area is located on a first side of the graphical user interface; and a viewing angle control area is provided on a second side of the graphical user interface; in response to a third sliding operation on the viewing angle control area, the direction of the virtual camera is adjusted according to the third sliding operation.

[0135] The first side of the graphical user interface may be the left half area of ​​the graphical user interface; the second side of the graphical user interface may be the right half area of ​​the graphical user interface; or, the second side of the graphical user interface may be the left half area of ​​the graphical user interface; the first side of the graphical user interface may be the right half area of ​​the graphical user interface; and so on.

[0136] Optionally, the method disclosed herein includes: responding to an end instruction of the third sliding operation, maintaining the adjusted direction of the virtual camera.

[0137] Optionally, in response to the third sliding operation on the viewing angle control area, the direction of the controlled virtual character is maintained during the process of adjusting the direction of the virtual camera according to the third sliding operation. That is, the third sliding operation only adjusts the direction of the virtual camera, and does not adjust the direction of the controlled virtual character.

[0138] Optionally, in response to the fourth sliding operation on the viewing angle control area, the direction of the virtual camera is adjusted according to the fourth sliding operation, and the direction of the controlled virtual character is also adjusted. That is, the fourth sliding operation not only adjusts the direction of the virtual camera, but also adjusts the direction of the controlled virtual character.

[0139] Optionally, the method disclosed herein includes: displaying a first perspective control on a first side of a graphical user interface; and in response to a fourth sliding operation on the first perspective control, controlling the direction of the virtual camera and the direction of the controlled virtual character according to the fourth sliding operation.

[0140] The first perspective control may be a resident control on the first side of the graphical user interface, or a non-resident control. Optionally, in response to the controlled virtual character entering an automatic continuous movement state (also referred to as "automatic sprinting" or "locked running" in the related art), the first perspective control is displayed on the first side of the graphical user interface. The conventional movement of the controlled virtual character is controlled by the player's operation on the mobile control area. When the operation acting on the mobile control area meets a predetermined condition (for example, the touch point of the operation acting on the mobile control area moves to a specified area or control; or, the moving speed of the operation acting on the mobile control area meets a specified speed condition; or, the operation acting on the mobile control area meets a specified time condition), the controlled virtual character can enter an automatic continuous movement state. In this state, even after the operation acting on the mobile control area ends (for example, the player's finger leaves the screen), the controlled virtual character can continue to move automatically.

[0141] Optionally, the method disclosed herein includes: displaying a second perspective control on a second side of the graphical user interface; in response to a fifth sliding operation on the second perspective control, adjusting the direction of the virtual camera according to the fifth sliding operation; and in response to an instruction to end the fifth sliding operation on the second perspective control, restoring the direction of the virtual camera before adjustment.

[0142] Optionally, in response to a fifth sliding operation on the second perspective control, adjusting the direction of the virtual camera according to the fifth sliding operation, including: in response to the fifth sliding operation on the second perspective control, maintaining the direction of the controlled virtual character, and adjusting the direction of the virtual camera according to the fifth sliding operation.

[0143] Optionally, the direction of the controlled virtual character may also be adjusted by performing a sliding operation on the movement control area.

[0144] Fig.11 A schematic diagram of the structure of an information processing device is provided. The device can be applied to an electronic terminal. Fig.11 As shown, the information processing device 1100 includes:

[0145] A first providing module 1101 is used to provide a movement control area, an attack control area and a traction control area in a graphical user interface;

[0146] A first control module 1102 is used to respond to a movement control operation on the movement control area and control the controlled virtual character to perform regular movement in the virtual environment according to the movement control operation;

[0147] A second control module 1103 is used to control the controlled virtual character to perform an attack action in the virtual environment in response to an attack control operation on the attack control area;

[0148] A first presentation module 1104 is configured to present a first virtual traction object between the controlled virtual character and a first target traction position in response to a first traction triggering operation for the traction control area, wherein one end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position;

[0149] The third control module 1105 is used to control the controlled virtual character to perform traction movement toward the first target traction position through the first virtual traction object.

[0150] Through the above-mentioned device, a movement control area, an attack control area and a traction control area can be provided in a graphical user interface. By responding to a movement control operation on the movement control area, the controlled virtual character can be controlled to perform conventional movements in the virtual environment. By responding to an attack control operation on the attack control area, the controlled virtual character can be controlled to perform attack actions in the virtual environment. By responding to a first traction trigger operation on the traction control area, a first virtual traction object can be presented between the controlled virtual character and the first target traction position, one end of the first virtual traction object is connected to the controlled virtual character, and the other end is connected to the first target traction position, and then the controlled virtual character is controlled by the first virtual traction object to perform traction movement to the first target traction position. In this way, it is possible to control the controlled virtual character to perform regular movement through the mobile control area, and to control the controlled virtual character to perform attacking actions through the attack control area when it is necessary to attack the target. In some application scenarios, a virtual traction object can be directly presented between the controlled virtual character and the target traction position through a traction trigger operation on the traction control area. Since one end of the virtual traction object is connected to the controlled virtual character and the other end is connected to the target traction position, the controlled virtual character can be controlled to directly perform traction movement to the target traction position through the first virtual traction object. In this way, on the basis of being compatible with conventional mobile control and attack control, through the traction control area, only one traction trigger operation is required to enable the controlled virtual character to directly reach the target traction position, thereby improving the human-computer interaction efficiency of the mobile control of the controlled virtual character, alleviating the technical problem of low human-computer interaction efficiency of the mobile control of the controlled virtual character in the game, being able to meet the various control requirements of players in multiple different application scenarios, and improving the flexibility of character control in the game.

[0151] In a feasible implementation, the device further includes: a first determination module, which is used to determine the selection strategy of the first target traction position according to the traction configuration parameters; the traction configuration parameters include a first optional configuration and a second optional configuration; the first optional configuration corresponds to the first selection strategy, and the second optional configuration corresponds to the second selection strategy; the first selection strategy is to determine the first target traction position in the virtual environment according to the direction of the controlled virtual character; the second selection strategy is to determine the first target traction position in the virtual environment according to the direction of the virtual camera. In this way, there is no need to perform other tedious operations such as aiming to determine the direction, and the first target traction position can be directly determined according to the direction corresponding to the selection strategy, and the first virtual traction object is presented between the controlled virtual character and the first target traction position.

[0152] In a feasible implementation, the traction configuration parameters further include a third optional configuration, and the third optional configuration corresponds to a third selection strategy; the third selection strategy is to determine the first target traction position according to other virtual characters in the virtual environment. This method of determining the first target traction position by the third selection strategy can directly determine the first target traction position according to the direction corresponding to the selection strategy without the need for other tedious operations such as aiming to determine the direction, and the operation is simple and easy.

[0153] In a feasible implementation, the direction of the controlled virtual character is the orientation and / or movement direction of the controlled virtual character. The direction of the controlled virtual character is made more flexible and comprehensive through the orientation, movement direction and other multi-directional contents of the controlled virtual character.

[0154] In a feasible implementation manner, the first determination module is further used to determine the first target traction position in the virtual environment according to the direction of the controlled virtual character, the position of the controlled virtual character and the length threshold of the first virtual traction object. In this way, the first target traction position can be determined more accurately.

[0155] In a feasible implementation, the first determination module is further used to determine the first target traction position in the virtual environment according to the shooting direction of the virtual camera, the position of the controlled virtual character and the length threshold of the first virtual traction object. In this way, the first target traction position can be determined more accurately.

[0156] In a feasible implementation scheme, it also includes:

[0157] The first adjustment module is used to adjust the direction of the virtual camera if the selection strategy of the first target pulling position is the first selection strategy and the angle between the direction of the virtual camera and the direction of the controlled virtual character is greater than the first preset angle, so that when the controlled virtual character is controlled by the first virtual pulling object to perform pulling movement to the first target pulling position, the angle between the direction of the virtual camera and the direction of the controlled virtual character is less than the second preset angle; wherein the second preset angle is less than or equal to the first preset angle. In this way, it is ensured that the player can see the effect presented by the virtual pulling object.

[0158] In a feasible implementation, the traction configuration parameters also include a fourth optional configuration, which corresponds to a fourth selection strategy; the fourth selection strategy is to determine the first target traction position according to the operation parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object; wherein the scene parameters include at least one of the following: the direction and camera position of the virtual camera, and the direction and character position of the controlled virtual character. In this way, the first target traction position can be determined more intelligently according to actual conditions such as the current scene situation, the longest length of the virtual traction object, and the game operation situation.

[0159] In a feasible implementation scheme, the first determination module is specifically used to: determine the ray detection orientation according to the operation parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object; the ray detection orientation represents the ray direction and ray position through ray detection; determine the candidate point set in the virtual environment through a conical ray set according to the ray detection orientation and the preset maximum ray detection number; wherein the conical ray set is a set of multiple preset conical rays; determine the first target traction position from the candidate point set according to the candidate point priority corresponding to the ray detection orientation and the distance parameter of the candidate point in the candidate point set; wherein the distance parameter represents the distance from the candidate point to the controlled virtual character. Priority assessment is performed by the above-mentioned intelligent point selection method, so as to more accurately select the point with the highest priority, that is, the most suitable traction position, as the final selected point, that is, the first target traction position.

[0160] In a feasible implementation, the first providing module 1101 is further used to provide the traction setting items of the first virtual traction object through the graphical user interface; the first determining module is further used to respond to the selection operation for the traction setting items and determine the selected traction setting items from the multiple traction setting items according to the selection operation; wherein the multiple traction setting items include the aiming traction item and the direct traction item, and the direct traction item includes the first optional configuration, the second optional configuration and the third optional configuration. In this way, the direction selection strategy is more in line with and closer to the real intention of the player.

[0161] In a feasible embodiment, the first presentation module 1104 is further configured to display a sighting range indicator in a graphical user interface in response to a second traction trigger operation for the traction control area; and in response to a first sliding operation continuous with the second traction trigger operation, adjust the direction of the virtual camera according to the first sliding operation to determine a second target traction position in the virtual environment through the sighting range indicator. In this way, the sighting process is used to make the target traction position more accurate.

[0162] In a feasible implementation, the first determination module is further used to determine the second target traction position according to the direction indicated by the aiming range indicator in the virtual environment in response to the end of the touch control of the first sliding operation, and present a second virtual traction object between the controlled virtual character and the second target traction position; wherein one end of the second virtual traction object is connected to the controlled virtual character, and the other end of the second virtual traction object is connected to the second target traction position; accordingly, the third control module 1105 is further used to control the controlled virtual character to perform traction movement toward the second target traction position through the second virtual traction object. In this way, the virtual traction object can be directly presented after the touch control of the first sliding operation ends, making the operation of presenting the virtual traction object more convenient and quick.

[0163] In a feasible implementation, the first presentation module 1104 is further configured to: if there is an enemy virtual character in the range indicated by the aiming range indicator, determine the second target traction position according to the enemy virtual character; if there is no enemy virtual character in the range indicated by the aiming range indicator, determine the second target traction position according to the direction indicated by the center position of the aiming range indicator. In this way, when selecting the target traction position, if there is an enemy virtual character in the range indicated by the aiming range indicator, the enemy virtual character will be preferentially tractioned to improve the traction efficiency of the enemy virtual character.

[0164] In a feasible implementation, the first presentation module 1104 is further used to: if there is no enemy virtual character in the range indicated by the aiming range indicator, and there is a traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, display a target traction position indicator in the aiming range indicator; wherein the target traction position indicator is used to indicate the second target traction position; if there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, the target traction position indicator is not displayed in the aiming range indicator. In this way, the second target traction position is determined by the traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, making the determination process of the second target traction position more comprehensive and flexible.

[0165] In a feasible implementation, the first presentation module 1104 is further used to: if there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, determine whether there is a corrected traction position that meets the length threshold in the first preset range in the direction indicated by the center position; if there is a corrected traction position, display the target traction position indicator corresponding to the corrected traction position in the graphical user interface, and determine the corrected traction position as the second target traction position. In this way, the success rate of the traction operation is improved.

[0166] In a feasible embodiment, the device further includes: a first cancellation module, for canceling the displayed aiming range indicator and canceling the control of the controlled virtual character over the second virtual traction object in response to the end of the touch control of the first sliding operation and the absence of the corrected traction position satisfying the length threshold within the first preset range around the direction indicated by the center position. In this way, the player can be clearly prompted that the current traction trigger operation cannot be traction to the legal point, so that the player can promptly understand the traction failure result of the current traction trigger operation and avoid the player mistakenly thinking that the traction is successful.

[0167] In a feasible embodiment, the device further includes: a second presentation module, which is used to display a target traction position indicator at a corresponding position of the enemy virtual character, and present a second virtual traction object between the controlled virtual character and the enemy virtual character in response to the end of the touch control of the first sliding operation. In this way, the traction efficiency for the enemy virtual character is improved, and it is convenient to quickly and accurately release the virtual traction object to the enemy virtual character.

[0168] In a feasible implementation, the aiming range indicator follows the first sliding operation to adjust the direction of the virtual camera, so that the aiming range indicator is always displayed at a fixed position in the graphical user interface. In this way, the lens field of view of the virtual camera can follow the movement of the anchor point, so that the anchor point is always fixedly displayed in the interface, making it easier for players to observe the anchor point position.

[0169] In a feasible embodiment, the device further includes: a second display module, for displaying a prompt message of exceeding the traction threshold in the graphical user interface in response to the traction distance corresponding to the designated traction position being greater than a preset traction threshold; wherein the designated traction position is the first target traction position or the second target traction position. In this way, if the traction position selected by the player exceeds the length threshold of the virtual traction object, the player can be prompted that the selected position exceeds the maximum range of the virtual traction object when the player lets go, so that the player can promptly understand the reason for the traction failure.

[0170] In a feasible embodiment, the device further includes: a fourth determination module, for responding to a third traction trigger operation acting on the graphical user interface, and determining a third target traction position in the virtual environment according to the position of the third traction trigger operation; a third presentation module, for presenting a third virtual traction object between the controlled virtual character and the third target traction position; and a fourth control module, for controlling the controlled virtual character to perform traction movement toward the third target traction position through the third virtual traction object. In this way, the presentation of the virtual traction object can also be achieved through other operation processes to improve the traction operation efficiency.

[0171] In a feasible implementation scheme, the fourth determination module is specifically used to: in response to a first click operation on the graphical user interface, display a first anchor mark in the graphical user interface according to the first click operation; in response to a second click operation on the graphical user interface, determine a third target traction position in the virtual environment according to the position of the first anchor mark; wherein the interval between the first click operation and the second click operation is less than or equal to a first preset time, and the distance between the touch points of the first click operation and the second click operation is less than or equal to a first distance threshold. In this way, an anchor mark can be displayed when the virtual environment is clicked for the first time, and clicking again within a certain range around this position can directly trigger the virtual traction object to the position where the anchor mark appears, making the virtual traction object selection method more convenient.

[0172] In a feasible implementation, the device further includes: a second canceling module, for canceling the display of the first anchor point mark in response to not receiving the second click operation within the first preset time after the first click operation or receiving the third click operation after exceeding the first preset time. In this way, only by clicking again within the preset time after the first click can a virtual traction object be triggered to the first click position. If the double-click interval exceeds this time, the first click point position is reset and canceled, and the state is restored to a normal state without clicking, so as to avoid affecting other operations.

[0173] In a feasible implementation, the fourth determination module is further used to: in response to the first anchor mark being in a designated area corresponding to the first virtual object in the graphical user interface, determine that the third target traction position is the location of the first virtual object; the area of ​​the designated area is larger than the area occupied by the first virtual object in the graphical user interface. In this way, it is easy to select the target object such as the first virtual object.

[0174] In a feasible implementation, the fourth determination module is further used to: in response to the distance between the first position corresponding to the first anchor point mark in the virtual environment and the controlled virtual character being greater than the length threshold of the third virtual traction object, determine a second position within a third preset range around the first position that is less than or equal to the length threshold and closest to the first position; and determine the second position as the third target traction position. In this way, it is ensured that the direction in which the zipline prop is finally controlled to fly is the direction that the zipline prop itself can reach and is the direction desired by the player.

[0175] In a feasible embodiment, a traction cancel control is displayed in the graphical user interface; the device further comprises: a third cancel module, which is used to cancel the display of the aiming range indicator in the graphical user interface and cancel the determined second target traction position in response to sliding to the traction cancel control and ending the touch control at the traction cancel control in response to the second traction trigger operation. In this way, the target traction position can be canceled by sliding to the cancel control while long pressing the aiming operation, making the traction control more flexible.

[0176] In a feasible implementation, the third cancellation module is specifically used to: in response to the second sliding operation of sliding the second traction trigger operation to the traction cancellation control, control the direction adjustment of the virtual camera according to the second sliding operation; in response to the second sliding operation ending the touch control at the traction cancellation control, cancel the display of the aiming range indicator in the graphical user interface, and control the direction adjustment of the virtual camera to the direction corresponding to the specified shooting angle. In this way, when the second traction trigger operation slides to the cancellation control in the aiming state, the lens can move with the sliding operation, and when the touch control ends at the cancellation control, the lens returns to the specified field of view, so that the field of view can be corrected in time with the cancellation of aiming.

[0177] In a feasible embodiment, the mobile control area is located on the first side of the graphical user interface, and the device also includes a third adjustment module, which is used to: provide a perspective control area on the second side of the graphical user interface; in response to a third sliding operation on the perspective control area, adjust the direction of the virtual camera according to the third sliding operation.

[0178] In a feasible implementation manner, the device further includes: a maintaining module, configured to respond to an end instruction of the third sliding operation and maintain the adjusted direction of the virtual camera.

[0179] In a feasible embodiment, the device also includes a fifth control module, which is used to: display a first perspective control on the first side of the graphical user interface; in response to a fourth sliding operation on the first perspective control, control the direction of the virtual camera and the direction of the controlled virtual character according to the fourth sliding operation.

[0180] In a feasible embodiment, the device also includes a fourth adjustment module, which is used to: display a second perspective control on the second side of the graphical user interface; in response to a fifth sliding operation on the second perspective control, adjust the direction of the virtual camera according to the fifth sliding operation; in response to an end instruction of the fifth sliding operation on the second perspective control, restore the direction of the virtual camera before adjustment.

[0181] In a feasible implementation manner, the fourth adjustment module is specifically used to: in response to a fifth sliding operation on the second perspective control, maintain the direction of the controlled virtual character, and adjust the direction of the virtual camera according to the fifth sliding operation.

[0182] The information processing device provided in the embodiment of the present disclosure has the same technical features as the information processing method provided in the above embodiment, and can therefore solve the same technical problems and achieve the same technical effects.

[0183] Fig.12A schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure is shown, including: a memory 1201, a processor 1202 and a bus 1203, wherein the memory 1201 stores machine-readable instructions executable by the processor 1202, and when the electronic device runs an information processing method as in the embodiment, the processor 1202 communicates with the memory 1201 through the bus 1203, and the processor 1202 executes the machine-readable instructions, and the processor 1202 executes the preamble of the method item to perform the following steps:

[0184] Providing a movement control area, an attack control area, and a traction control area in a graphical user interface;

[0185] In response to a movement control operation directed to the movement control area, controlling the controlled virtual character to perform conventional movement in the virtual environment according to the movement control operation;

[0186] In response to an attack control operation directed to the attack control area, controlling the controlled virtual character to perform an attack action in the virtual environment;

[0187] In response to a first traction triggering operation for the traction control area, presenting a first virtual traction object between the controlled virtual character and a first target traction position, wherein one end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position;

[0188] The controlled virtual character is controlled by the first virtual pulling object to perform pulling movement toward the first target pulling position.

[0189] In this way, it is possible to control the controlled virtual character to perform regular movement through the mobile control area, and to control the controlled virtual character to perform attacking actions through the attack control area when it is necessary to attack the target. In some application scenarios, a virtual traction object can be directly presented between the controlled virtual character and the target traction position through a traction trigger operation on the traction control area. Since one end of the virtual traction object is connected to the controlled virtual character and the other end is connected to the target traction position, the controlled virtual character can be controlled to directly perform traction movement to the target traction position through the first virtual traction object. In this way, on the basis of being compatible with conventional mobile control and attack control, through the traction control area, only one traction trigger operation is required to enable the controlled virtual character to directly reach the target traction position, thereby improving the human-computer interaction efficiency of the mobile control of the controlled virtual character, alleviating the technical problem of low human-computer interaction efficiency of the mobile control of the controlled virtual character in the game, being able to meet the various control requirements of players in multiple different application scenarios, and improving the flexibility of character control in the game.

[0190] In one feasible embodiment, the processor is further configured to:

[0191] Determining a selection strategy for the first target traction position according to the traction configuration parameters;

[0192] The traction configuration parameters include a first optional configuration and a second optional configuration;

[0193] The first optional configuration corresponds to a first selected strategy, and the second optional configuration corresponds to a second selected strategy;

[0194] The first selected strategy is to determine the first target pulling position in the virtual environment according to the direction of the controlled virtual character;

[0195] The second selected strategy is to determine the first target pulling position in the virtual environment according to the direction of the virtual camera.

[0196] In a feasible implementation manner, the traction configuration parameters further include a third optional configuration, and the third optional configuration corresponds to a third selected strategy; the third selected strategy is to determine the first target traction position according to other virtual characters in the virtual environment.

[0197] In a feasible implementation manner, the direction of the controlled virtual character is the orientation and / or movement direction of the controlled virtual character.

[0198] In a feasible implementation manner, when the processor determines the first target traction position in the virtual environment according to the direction of the controlled virtual character, the processor is specifically configured to:

[0199] The first target pulling position is determined in the virtual environment according to the direction of the controlled virtual character, the position of the controlled virtual character and a length threshold of the first virtual pulling object.

[0200] In a feasible implementation manner, when the processor determines the first target traction position in the virtual environment according to the direction of the virtual camera, the processor is specifically configured to:

[0201] The first target pulling position is determined in the virtual environment according to the shooting direction of the virtual camera, the position of the controlled virtual character and the length threshold of the first virtual pulling object.

[0202] In a feasible embodiment, the processor is also used to: if the selected strategy of the first target traction position is the first selected strategy and the angle between the direction of the virtual camera and the direction of the controlled virtual character is greater than a first preset angle, adjust the direction of the virtual camera so that in the process of controlling the controlled virtual character to perform traction movement to the first target traction position through the first virtual traction object, the angle between the direction of the virtual camera and the direction of the controlled virtual character is less than a second preset angle; wherein the second preset angle is less than or equal to the first preset angle.

[0203] In a feasible embodiment, the traction configuration parameters also include a fourth optional configuration, which corresponds to a fourth selected strategy; the fourth selected strategy is to determine the first target traction position based on the operating parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object; wherein the scene parameters include at least one of the following: the direction and camera position of the virtual camera, and the direction and character position of the controlled virtual character.

[0204] In a feasible implementation manner, when the processor determines the first target traction position according to the operation parameters of the first traction triggering operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object, it is specifically configured to:

[0205] Determining a ray detection orientation according to an operation parameter of the first traction trigger operation, the scene parameter corresponding to the current virtual environment, and a length threshold of the first virtual traction object; the ray detection orientation represents a ray direction and a ray position passing through the ray detection;

[0206] Determining a candidate point set in the virtual environment through a cone ray set according to the ray detection orientation and a preset maximum ray detection number; wherein the cone ray set is a set of multiple preset cone rays;

[0207] The first target traction position is determined from the candidate point set according to the candidate point priority corresponding to the ray detection orientation and the distance parameter of the candidate point in the candidate point set; wherein the distance parameter represents the distance from the candidate point to the controlled virtual character.

[0208] In a feasible embodiment, in response to a first traction triggering operation for the traction control area, before presenting a first virtual traction object between the controlled virtual character and a first target traction position, the processor is further configured to:

[0209] providing traction setting items of the first virtual traction object through the graphical user interface;

[0210] In response to a selection operation for the traction setting item, a selected traction setting item is determined from a plurality of the traction setting items according to the selection operation; wherein the plurality of the traction setting items include an aiming traction item and a direct traction item, and the direct traction item includes the first optional configuration, the second optional configuration, and the third optional configuration.

[0211] In one feasible embodiment, the processor is further configured to:

[0212] In response to a second traction trigger operation for the traction control area, displaying a sighting range indicator in a graphical user interface;

[0213] In response to a first sliding operation continuous with the second pulling trigger operation, the direction of the virtual camera is adjusted according to the first sliding operation to determine a second target pulling position in the virtual environment through the aiming range indicator.

[0214] In a feasible implementation, in response to a first sliding operation that is continuous with the second pulling trigger operation, after adjusting the direction of the virtual camera according to the first sliding operation, the processor is further configured to:

[0215] In response to the touch control of the first sliding operation ending, determining the second target pulling position according to the direction correspondingly indicated by the aiming range indicator in the virtual environment, and presenting a second virtual pulling object between the controlled virtual character and the second target pulling position; wherein one end of the second virtual pulling object is connected to the controlled virtual character, and the other end of the second virtual pulling object is connected to the second target pulling position;

[0216] The controlled virtual character is controlled by the second virtual pulling object to perform pulling movement toward the second target pulling position.

[0217] In a feasible embodiment, when the processor determines the second target pulling position in the virtual environment by using the aiming range indicator, the processor is specifically configured to:

[0218] If there is an enemy virtual character in the range indicated by the aiming range indicator, determining a second target pulling position according to the enemy virtual character;

[0219] If there is no enemy virtual character in the range indicated by the aiming range indicator, the second target pulling position is determined according to the direction indicated by the center position of the aiming range indicator.

[0220] In a feasible implementation manner, when the processor determines the second target pulling position according to the direction indicated by the center position of the aiming range indicator if there is no enemy virtual character in the range indicated by the aiming range indicator, the processor is specifically configured to:

[0221] If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is a traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, a target traction position indicator is displayed in the aiming range indicator; wherein the target traction position indicator is used to indicate the second target traction position;

[0222] If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, the target traction position indicator is not displayed in the aiming range indicator.

[0223] In a feasible implementation manner, when the processor determines the second target pulling position according to the direction indicated by the center position of the aiming range indicator if there is no enemy virtual character in the range indicated by the aiming range indicator, the processor is specifically configured to:

[0224] If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, determining whether there is a corrected traction position that meets the length threshold in a first preset range in the direction indicated by the center position;

[0225] If the corrected traction position exists, a target traction position indicator corresponding to the corrected traction position is displayed in the graphical user interface, and the corrected traction position is determined as the second target traction position.

[0226] In one feasible embodiment, the processor is further configured to:

[0227] In response to the touch of the first sliding operation ending and there being no corrected traction position that meets the length threshold within a first preset range around the direction indicated by the center position, the displayed aiming range indicator is canceled, and the controlled virtual character's control over the second virtual traction object is canceled.

[0228] In a feasible implementation manner, if there is an enemy virtual character in the range indicated by the aiming range indicator, after determining the second target pulling position according to the enemy virtual character, the processor is further configured to:

[0229] A target pulling position indicator is displayed at a corresponding position of the enemy virtual character, and in response to the touch control of the first sliding operation ending, a second virtual pulling object is presented between the controlled virtual character and the enemy virtual character.

[0230] In a feasible implementation manner, the aiming range indicator follows the first sliding operation to adjust the direction of the virtual camera, so that the aiming range indicator is always displayed at a fixed position in the graphical user interface.

[0231] In one feasible embodiment, the processor is further configured to:

[0232] In response to a traction distance corresponding to a designated traction position being greater than a preset traction threshold, a prompt message of exceeding the traction threshold is displayed in the graphical user interface; wherein the designated traction position is the first target traction position or the second target traction position.

[0233] In one feasible embodiment, the processor is further configured to:

[0234] In response to a third traction triggering operation acting on the graphical user interface, determining a third target traction position in the virtual environment according to a position of the third traction triggering operation;

[0235] presenting a third virtual traction object between the controlled virtual character and the third target traction position;

[0236] The controlled virtual character is controlled by the third virtual pulling object to perform pulling movement toward the third target pulling position.

[0237] In a feasible embodiment, when the processor executes the third traction triggering operation in response to the graphical user interface and determines the third target traction position in the virtual environment according to the position of the third traction triggering operation, the processor is specifically configured to:

[0238] In response to a first click operation on the graphical user interface, displaying a first anchor mark in the graphical user interface according to the first click operation;

[0239] In response to a second click operation applied to the graphical user interface, a third target traction position is determined in the virtual environment according to the position of the first anchor point identifier; wherein the interval duration between the first click operation and the second click operation is less than or equal to a first preset duration, and the distance between the touch points of the first click operation and the second click operation is less than or equal to a first distance threshold.

[0240] In a feasible implementation manner, in response to a first click operation on the graphical user interface, after displaying a first anchor point identifier in the graphical user interface according to the first click operation, the processor is further configured to:

[0241] In response to not receiving the second click operation within the first preset time period after the first click operation or receiving the third click operation after exceeding the first preset time period, canceling the display of the first anchor point identifier.

[0242] In a feasible implementation manner, when the processor determines the third target traction position in the virtual environment according to the position of the first anchor point identifier, the processor is specifically configured to:

[0243] In response to the first anchor point marker being within a designated area corresponding to a first virtual object in the graphical user interface, determining a third target traction position as a position of the first virtual object; an area of ​​the designated area is larger than an area occupied by the first virtual object in the graphical user interface.

[0244] In a feasible implementation manner, when the processor determines the third target traction position in the virtual environment according to the position of the first anchor point identifier, the processor is specifically configured to:

[0245] In response to the distance between a first position corresponding to the first anchor point marker in the virtual environment and the controlled virtual character being greater than a length threshold of the third virtual traction object, determining a second position within a third preset range around the first position that is less than or equal to the length threshold and closest to the first position;

[0246] The second position is determined as a third target pulling position.

[0247] In a feasible embodiment, a traction cancellation control is displayed in the graphical user interface; and the processor is further configured to:

[0248] In response to the second traction trigger operation sliding to the traction cancel control and ending the touch control at the traction cancel control, the aiming range indicator is canceled from the graphical user interface, and the determined second target traction position is canceled.

[0249] In a feasible embodiment, when the processor executes the operation of sliding to the traction cancellation control in response to the second traction trigger operation and ending the touch control at the traction cancellation control, and canceling the display of the aiming range indicator in the graphical user interface, the processor is specifically configured to:

[0250] In response to a second sliding operation of sliding the second traction triggering operation to the traction canceling control, controlling the direction adjustment of the virtual camera according to the second sliding operation;

[0251] In response to the second sliding operation ending with the touch control at the traction cancellation control, the aiming range indicator is canceled from being displayed in the graphical user interface, and the direction of the virtual camera is controlled to be adjusted to a direction corresponding to a specified shooting angle of view.

[0252] In a feasible embodiment, the movement control area is located on a first side of the graphical user interface; the processor is also used to: provide a perspective control area on a second side of the graphical user interface; and in response to a third sliding operation on the perspective control area, adjust the direction of the virtual camera according to the third sliding operation.

[0253] In a feasible implementation manner, the processor is further configured to: respond to an end instruction of the third sliding operation and maintain the adjusted direction of the virtual camera.

[0254] In a feasible embodiment, the processor is also used to: display a first perspective control on the first side of the graphical user interface; in response to a fourth sliding operation on the first perspective control, control the direction of the virtual camera and the direction of the controlled virtual character according to the fourth sliding operation.

[0255] In a feasible embodiment, the processor is also used to: display a second perspective control on the second side of the graphical user interface; in response to a fifth sliding operation on the second perspective control, adjust the direction of the virtual camera according to the fifth sliding operation; in response to an end instruction of the fifth sliding operation on the second perspective control, restore the direction of the virtual camera before adjustment.

[0256] In a feasible embodiment, when the processor executes the fifth sliding operation in response to the second perspective control and adjusts the direction of the virtual camera according to the fifth sliding operation, it is specifically used to: maintain the direction of the controlled virtual character in response to the fifth sliding operation for the second perspective control, and adjust the direction of the virtual camera according to the fifth sliding operation.

[0257] Exemplarily, the memory 1201 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 1204 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used.

[0258] The bus 1203 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.12 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0259] Among them, the memory 1201 is used to store programs, and the processor 1202 executes the program after receiving the execution instruction. The method executed by the device defined by the process disclosed in any embodiment of the present disclosure can be applied to the processor 1202 or implemented by the processor 1202.

[0260] The processor 1202 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 1202. The above processor 1202 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 1201, and the processor 1202 reads the information in the memory 1201 and completes the steps of the above method in combination with its hardware.

[0261] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:

[0262] Providing a movement control area, an attack control area, and a traction control area in a graphical user interface;

[0263] In response to a movement control operation directed to the movement control area, controlling the controlled virtual character to perform conventional movement in the virtual environment according to the movement control operation;

[0264] In response to an attack control operation directed to the attack control area, controlling the controlled virtual character to perform an attack action in the virtual environment;

[0265] In response to a first traction triggering operation for the traction control area, presenting a first virtual traction object between the controlled virtual character and a first target traction position, wherein one end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position;

[0266] The controlled virtual character is controlled by the first virtual pulling object to perform pulling movement toward the first target pulling position.

[0267] In this way, it is possible to control the controlled virtual character to perform regular movement through the mobile control area, and to control the controlled virtual character to perform attacking actions through the attack control area when it is necessary to attack the target. In some application scenarios, a virtual traction object can be directly presented between the controlled virtual character and the target traction position through a traction trigger operation on the traction control area. Since one end of the virtual traction object is connected to the controlled virtual character and the other end is connected to the target traction position, the controlled virtual character can be controlled to directly perform traction movement to the target traction position through the first virtual traction object. In this way, on the basis of being compatible with conventional mobile control and attack control, through the traction control area, only one traction trigger operation is required to enable the controlled virtual character to directly reach the target traction position, thereby improving the human-computer interaction efficiency of the mobile control of the controlled virtual character, alleviating the technical problem of low human-computer interaction efficiency of the mobile control of the controlled virtual character in the game, being able to meet the various control requirements of players in multiple different application scenarios, and improving the flexibility of character control in the game.

[0268] In a feasible embodiment, the processor is also used to: determine the selected strategy of the first target traction position according to the traction configuration parameters; the traction configuration parameters include a first optional configuration and a second optional configuration; the first optional configuration corresponds to a first selected strategy, and the second optional configuration corresponds to a second selected strategy; the first selected strategy is to determine the first target traction position in the virtual environment according to the direction of the controlled virtual character; the second selected strategy is to determine the first target traction position in the virtual environment according to the direction of the virtual camera.

[0269] In a feasible implementation manner, the traction configuration parameters further include a third optional configuration, and the third optional configuration corresponds to a third selected strategy; the third selected strategy is to determine the first target traction position according to other virtual characters in the virtual environment.

[0270] In a feasible implementation manner, the direction of the controlled virtual character is the orientation and / or movement direction of the controlled virtual character.

[0271] In a feasible implementation manner, when the processor is executing determining the first target traction position in the virtual environment according to the direction of the controlled virtual character, the processor is specifically used to: determine the first target traction position in the virtual environment according to the direction of the controlled virtual character, the position of the controlled virtual character and the length threshold of the first virtual traction object.

[0272] In a feasible implementation manner, when the processor is executing the process of determining the first target traction position in the virtual environment according to the direction of the virtual camera, the processor is specifically used to: determine the first target traction position in the virtual environment according to the shooting direction of the virtual camera, the position of the controlled virtual character and the length threshold of the first virtual traction object.

[0273] In a feasible embodiment, the processor is also used to: if the selected strategy of the first target traction position is the first selected strategy and the angle between the direction of the virtual camera and the direction of the controlled virtual character is greater than a first preset angle, adjust the direction of the virtual camera so that in the process of controlling the controlled virtual character to perform traction movement to the first target traction position through the first virtual traction object, the angle between the direction of the virtual camera and the direction of the controlled virtual character is less than a second preset angle; wherein the second preset angle is less than or equal to the first preset angle.

[0274] In a feasible embodiment, the traction configuration parameters also include a fourth optional configuration, which corresponds to a fourth selected strategy; the fourth selected strategy is to determine the first target traction position based on the operating parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object; wherein the scene parameters include at least one of the following: the direction and camera position of the virtual camera, and the direction and character position of the controlled virtual character.

[0275] In a feasible implementation manner, when the processor determines the first target traction position according to the operation parameters of the first traction triggering operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object, it is specifically configured to:

[0276] Determining a ray detection orientation according to an operation parameter of the first traction trigger operation, the scene parameter corresponding to the current virtual environment, and a length threshold of the first virtual traction object; the ray detection orientation represents a ray direction and a ray position passing through the ray detection;

[0277] Determining a candidate point set in the virtual environment through a cone ray set according to the ray detection orientation and a preset maximum ray detection number; wherein the cone ray set is a set of multiple preset cone rays;

[0278] The first target traction position is determined from the candidate point set according to the candidate point priority corresponding to the ray detection orientation and the distance parameter of the candidate point in the candidate point set; wherein the distance parameter represents the distance from the candidate point to the controlled virtual character.

[0279] In a feasible embodiment, in response to a first traction trigger operation for the traction control area, before presenting a first virtual traction object between the controlled virtual character and the first target traction position, the processor is also used to: provide a traction setting item for the first virtual traction object through the graphical user interface; in response to a selection operation for the traction setting item, determine a selected traction setting item from a plurality of traction setting items according to the selection operation; wherein the plurality of traction setting items include an aiming traction item and a direct traction item, and the direct traction item includes the first optional configuration, the second optional configuration, and the third optional configuration.

[0280] In one feasible embodiment, the processor is also used to: in response to a second traction trigger operation for the traction control area, display a aiming range indicator in a graphical user interface; in response to a first sliding operation continuous with the second traction trigger operation, adjust the direction of the virtual camera according to the first sliding operation to determine a second target traction position in the virtual environment through the aiming range indicator.

[0281] In a feasible embodiment, in response to a first sliding operation continuous with the second traction trigger operation, after adjusting the direction of the virtual camera according to the first sliding operation, the processor is also used to: in response to the end of the touch of the first sliding operation, determine the second target traction position according to the direction corresponding to the indication of the aiming range indicator in the virtual environment, and present a second virtual traction object between the controlled virtual character and the second target traction position; wherein one end of the second virtual traction object is connected to the controlled virtual character, and the other end of the second virtual traction object is connected to the second target traction position; and the controlled virtual character is controlled by the second virtual traction object to perform a traction movement to the second target traction position.

[0282] In a feasible implementation manner, when the processor determines the second target traction position in the virtual environment through the aiming range indicator, it is specifically used to: if there is an enemy virtual character in the range indicated by the aiming range indicator, determine the second target traction position according to the enemy virtual character; if there is no enemy virtual character in the range indicated by the aiming range indicator, determine the second target traction position according to the direction indicated by the center position of the aiming range indicator.

[0283] In a feasible implementation manner, when the processor determines the second target pulling position according to the direction indicated by the center position of the aiming range indicator if there is no enemy virtual character in the range indicated by the aiming range indicator, the processor is specifically configured to:

[0284] If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is a traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, a target traction position indicator is displayed in the aiming range indicator; wherein the target traction position indicator is used to indicate the second target traction position;

[0285] If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, the target traction position indicator is not displayed in the aiming range indicator.

[0286] In a feasible implementation manner, when the processor determines the second target pulling position according to the direction indicated by the center position of the aiming range indicator if there is no enemy virtual character in the range indicated by the aiming range indicator, the processor is specifically configured to:

[0287] If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, determining whether there is a corrected traction position that meets the length threshold in a first preset range in the direction indicated by the center position;

[0288] If the corrected traction position exists, a target traction position indicator corresponding to the corrected traction position is displayed in the graphical user interface, and the corrected traction position is determined as the second target traction position.

[0289] In a feasible embodiment, the processor is also used to: in response to the end of the touch of the first sliding operation and the absence of a corrected traction position that meets the length threshold within a first preset range around the direction indicated by the center position, cancel the displayed aiming range indicator and cancel the control of the controlled virtual character over the second virtual traction object.

[0290] In a feasible embodiment, if there is an enemy virtual character in the range indicated by the aiming range indicator, after determining the second target traction position according to the enemy virtual character, the processor is also used to: display the target traction position indicator at the corresponding position of the enemy virtual character, and in response to the end of the touch of the first sliding operation, present a second virtual traction object between the controlled virtual character and the enemy virtual character.

[0291] In a feasible implementation manner, the aiming range indicator follows the first sliding operation to adjust the direction of the virtual camera, so that the aiming range indicator is always displayed at a fixed position in the graphical user interface.

[0292] In a feasible embodiment, the processor is also used to: in response to the traction distance corresponding to the designated traction position being greater than a preset traction threshold, display a prompt message exceeding the traction threshold in the graphical user interface; wherein the designated traction position is the first target traction position or the second target traction position.

[0293] In a feasible embodiment, the processor is also used to: in response to a third traction trigger operation acting on the graphical user interface, determine a third target traction position in the virtual environment according to the position of the third traction trigger operation; present a third virtual traction object between the controlled virtual character and the third target traction position; and control the controlled virtual character to perform a traction movement toward the third target traction position through the third virtual traction object.

[0294] In a feasible embodiment, when the processor executes a third traction trigger operation in response to the graphical user interface and determines a third target traction position in the virtual environment according to the position of the third traction trigger operation, the processor is specifically used to: in response to a first click operation on the graphical user interface, display a first anchor point identifier in the graphical user interface according to the first click operation; in response to a second click operation on the graphical user interface, determine a third target traction position in the virtual environment according to the position of the first anchor point identifier; wherein the interval duration between the first click operation and the second click operation is less than or equal to a first preset duration, and the distance between the touch points of the first click operation and the second click operation is less than or equal to a first distance threshold.

[0295] In a feasible embodiment, in response to a first click operation applied to the graphical user interface, after displaying a first anchor point identifier in the graphical user interface according to the first click operation, the processor is further used to: in response to not receiving the second click operation within the first preset time length after the first click operation or receiving a third click operation after exceeding the first preset time length, cancel the display of the first anchor point identifier.

[0296] In a feasible implementation manner, when the processor is executing the process of determining the third target traction position in the virtual environment according to the position of the first anchor point identifier, the processor is specifically used to: in response to the first anchor point identifier being in a designated area corresponding to the first virtual object in the graphical user interface, determine that the third target traction position is the position of the first virtual object; and the area of ​​the designated area is larger than the area occupied by the first virtual object in the graphical user interface.

[0297] In a feasible implementation manner, when the processor determines the third target traction position in the virtual environment according to the position of the first anchor point identifier, it is specifically used to: in response to the distance between the first position corresponding to the first anchor point identifier in the virtual environment and the controlled virtual character being greater than a length threshold of the third virtual traction object, determine a second position within a third preset range around the first position that is less than or equal to the length threshold and is closest to the first position; and determine the second position as the third target traction position.

[0298] In a feasible embodiment, a traction cancel control is displayed in the graphical user interface; the processor is also used to: in response to the second traction trigger operation sliding to the traction cancel control and ending the traction cancel control at the traction cancel control, cancel the display of the aiming range indicator in the graphical user interface, and cancel the determined second target traction position.

[0299] In a feasible embodiment, when the processor executes a second sliding operation of sliding to the traction cancel control in response to the second traction trigger operation and ending the touch control at the traction cancel control, and canceling the display of the aiming range indicator in the graphical user interface, it is specifically used to: control the direction adjustment of the virtual camera according to the second sliding operation in response to the second traction trigger operation sliding to the traction cancel control; cancel the display of the aiming range indicator in the graphical user interface in response to the second sliding operation ending the touch control at the traction cancel control, and control the direction of the virtual camera to adjust to the direction corresponding to the specified shooting angle.

[0300] In a feasible embodiment, the movement control area is located on a first side of the graphical user interface; the processor is also used to: provide a perspective control area on a second side of the graphical user interface; and in response to a third sliding operation on the perspective control area, adjust the direction of the virtual camera according to the third sliding operation.

[0301] In a feasible implementation manner, the processor is further configured to: respond to an end instruction of the third sliding operation and maintain the adjusted direction of the virtual camera.

[0302] In a feasible embodiment, the processor is also used to: display a first perspective control on the first side of the graphical user interface; in response to a fourth sliding operation on the first perspective control, control the direction of the virtual camera and the direction of the controlled virtual character according to the fourth sliding operation.

[0303] In a feasible embodiment, the processor is also used to: display a second perspective control on the second side of the graphical user interface; in response to a fifth sliding operation on the second perspective control, adjust the direction of the virtual camera according to the fifth sliding operation; in response to an end instruction of the fifth sliding operation on the second perspective control, restore the direction of the virtual camera before adjustment.

[0304] In a feasible embodiment, when the processor executes the fifth sliding operation in response to the second perspective control and adjusts the direction of the virtual camera according to the fifth sliding operation, it is specifically used to: maintain the direction of the controlled virtual character in response to the fifth sliding operation for the second perspective control, and adjust the direction of the virtual camera according to the fifth sliding operation.

[0305] In the embodiments of the present disclosure, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiments. For the specific execution method steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0306] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0307] For another example, the flowcharts and block diagrams in the accompanying drawings show the possible architecture, functions and operations of the devices, methods and computer program products according to multiple embodiments of the present disclosure. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of a code, and the module, a program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of the boxes in the block diagram and / or flowchart can be implemented with a dedicated hardware-based system that performs a specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.

[0308] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0309] In addition, each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0310] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the information processing method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.

[0311] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0312] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present disclosure. They should all be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. An information processing method, characterized in that: The method comprises: Providing a movement control area, an attack control area, and a traction control area in a graphical user interface; In response to a movement control operation directed to the movement control area, controlling the controlled virtual character to perform conventional movement in the virtual environment according to the movement control operation; In response to an attack control operation directed to the attack control area, controlling the controlled virtual character to perform an attack action in the virtual environment; In response to a first traction trigger operation for the traction control area, a first virtual traction object is presented between the controlled virtual character and a first target traction position, wherein one end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position; a selection strategy for the first target traction position is determined according to traction configuration parameters; the traction configuration parameters include a first optional configuration, a second optional configuration and a third optional configuration; the first optional configuration corresponds to a first selected strategy, and the second optional configuration corresponds to a second selected strategy; the first selected strategy is to determine the first target traction position in the virtual environment according to the direction of the controlled virtual character; the second selected strategy is to determine the first target traction position in the virtual environment according to the direction of the virtual camera; the third optional configuration corresponds to a third selected strategy; the third selected strategy is to determine the first target traction position according to other virtual characters in the virtual environment; The controlled virtual character is controlled by the first virtual pulling object to perform pulling movement toward the first target pulling position.

2. The method according to claim 1, characterized in that Before presenting a first virtual traction object between the controlled virtual character and a first target traction position in response to a first traction triggering operation for the traction control area, the method further includes: providing traction setting items of the first virtual traction object through the graphical user interface; In response to a selection operation on the traction setting item, a selected traction setting item is determined from the plurality of traction setting items according to the selection operation.

3. The method according to claim 1, characterized in that The traction setting items include a first traction setting group and a second traction setting group, the first traction setting group corresponds to the traction setting options of the controlled virtual character when there are no other locked virtual characters, and the first traction setting group includes a first optional configuration and a second optional configuration; the second traction setting group corresponds to the traction setting options of the controlled virtual character when there are other locked virtual characters, and the second traction setting group includes a first optional configuration, the second optional configuration and a third optional configuration.

4. The method according to claim 1, characterized in that: The direction of the controlled virtual character is the orientation and / or movement direction of the controlled virtual character.

5. The method according to claim 1, characterized in that Determining the first target traction position in the virtual environment according to the direction of the controlled virtual character includes: determining the first target traction position in the virtual environment according to the direction of the controlled virtual character, the position of the controlled virtual character and a length threshold of the first virtual traction object.

6. The method according to claim 1, characterized in that Determining the first target pulling position in the virtual environment according to the direction of the virtual camera includes: The first target pulling position is determined in the virtual environment according to the shooting direction of the virtual camera, the position of the controlled virtual character and the length threshold of the first virtual pulling object.

7. The method according to claim 1, characterized in that Also includes: If the selection strategy of the first target traction position is the first selection strategy and the angle between the direction of the virtual camera and the direction of the controlled virtual character is greater than a first preset angle, adjust the direction of the virtual camera so that in the process of controlling the controlled virtual character to perform traction movement to the first target traction position through the first virtual traction object, the angle between the direction of the virtual camera and the direction of the controlled virtual character is less than a second preset angle; wherein the second preset angle is less than or equal to the first preset angle.

8. The method according to claim 1, characterized in that The traction configuration parameters also include a fourth optional configuration, which corresponds to a fourth selected strategy; the fourth selected strategy is to determine the first target traction position based on the operation parameters of the first traction trigger operation, the scene parameters corresponding to the current virtual environment, and the length threshold of the first virtual traction object; wherein the scene parameters include at least one of the following: the direction and camera position of the virtual camera, and the direction and character position of the controlled virtual character.

9. The method according to claim 8, characterized in that The determining the first target traction position according to the operation parameter of the first traction triggering operation, the scene parameter corresponding to the current virtual environment, and the length threshold of the first virtual traction object includes: Determining a ray detection orientation according to an operation parameter of the first traction trigger operation, the scene parameter corresponding to the current virtual environment, and a length threshold of the first virtual traction object; the ray detection orientation represents a ray direction and a ray position passing through the ray detection; Determining a candidate point set in the virtual environment through a cone ray set according to the ray detection orientation and a preset maximum ray detection number; wherein the cone ray set is a set of multiple preset cone rays; The first target traction position is determined from the candidate point set according to the candidate point priority corresponding to the ray detection orientation and the distance parameter of the candidate point in the candidate point set; wherein the distance parameter represents the distance from the candidate point to the controlled virtual character.

10. The method according to claim 2, characterized in that: The plurality of traction setting items include an aiming traction item and a direct traction item, and the direct traction item includes the first traction setting group and the second traction setting group.

11. The method according to claim 1, characterized in that: Also includes: In response to a second traction trigger operation for the traction control area, displaying a sighting range indicator in a graphical user interface; In response to a first sliding operation continuous with the second pulling trigger operation, the direction of the virtual camera is adjusted according to the first sliding operation to determine a second target pulling position in the virtual environment through the aiming range indicator.

12. The method according to claim 11, characterized in that After responding to the first sliding operation that is continuous with the second pulling trigger operation and adjusting the direction of the virtual camera according to the first sliding operation, the method further includes: In response to the touch control of the first sliding operation ending, determining the second target pulling position according to the direction correspondingly indicated by the aiming range indicator in the virtual environment, and presenting a second virtual pulling object between the controlled virtual character and the second target pulling position; wherein one end of the second virtual pulling object is connected to the controlled virtual character, and the other end of the second virtual pulling object is connected to the second target pulling position; The controlled virtual character is controlled by the second virtual pulling object to perform pulling movement toward the second target pulling position.

13. The method according to claim 12, characterized in that Determining the second target towing position in the virtual environment by using the aiming range indicator includes: If there is an enemy virtual character in the range indicated by the aiming range indicator, determining a second target pulling position according to the enemy virtual character; If there is no enemy virtual character in the range indicated by the aiming range indicator, the second target pulling position is determined according to the direction indicated by the center position of the aiming range indicator.

14. The method according to claim 13, characterized in that If there is no enemy virtual character in the range indicated by the aiming range indicator, determining the second target pulling position according to the direction indicated by the center position of the aiming range indicator includes: If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is a traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, a target traction position indicator is displayed in the aiming range indicator; wherein the target traction position indicator is used to indicate the second target traction position; If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, the target traction position indicator is not displayed in the aiming range indicator.

15. The method according to claim 13, characterized in that If there is no enemy virtual character in the range indicated by the aiming range indicator, determining the second target pulling position according to the direction indicated by the center position of the aiming range indicator includes: If there is no enemy virtual character in the range indicated by the aiming range indicator, and there is no traction position that meets the length threshold of the second virtual traction object in the direction indicated by the center position of the aiming range indicator, determining whether there is a corrected traction position that meets the length threshold in a first preset range in the direction indicated by the center position; If the corrected traction position exists, a target traction position indicator corresponding to the corrected traction position is displayed in the graphical user interface, and the corrected traction position is determined as the second target traction position.

16. The method according to claim 15, characterized in that The method further comprises: In response to the touch of the first sliding operation ending and there being no corrected traction position that meets the length threshold within a first preset range around the direction indicated by the center position, the displayed aiming range indicator is canceled, and the controlled virtual character's control over the second virtual traction object is canceled.

17. The method according to claim 13, characterized in that If there is an enemy virtual character in the range indicated by the aiming range indicator, after determining the second target pulling position according to the enemy virtual character, the method further includes: A target pulling position indicator is displayed at a corresponding position of the enemy virtual character, and in response to the touch control of the first sliding operation ending, a second virtual pulling object is presented between the controlled virtual character and the enemy virtual character.

18. The method according to claim 11, characterized in that The aiming range indicator follows the first sliding operation to adjust the direction of the virtual camera, so that the aiming range indicator is always displayed at a fixed position in the graphical user interface.

19. The method according to any one of claims 1 to 18, characterized in that The method further comprises: In response to a traction distance corresponding to a designated traction position being greater than a preset traction threshold, a prompt message indicating that the traction threshold is exceeded is displayed in the graphical user interface; wherein the designated traction position is the first target traction position or the second target traction position.

20. The method according to claim 1, characterized in that Also includes: In response to a third traction triggering operation acting on the graphical user interface, determining a third target traction position in the virtual environment according to a position of the third traction triggering operation; presenting a third virtual traction object between the controlled virtual character and the third target traction position; The controlled virtual character is controlled by the third virtual pulling object to perform pulling movement toward the third target pulling position.

21. The method according to claim 20, characterized in that In response to a third traction triggering operation acting on the graphical user interface, determining a third target traction position in the virtual environment according to a position of the third traction triggering operation comprises: In response to a first click operation on the graphical user interface, displaying a first anchor mark in the graphical user interface according to the first click operation; In response to a second click operation applied to the graphical user interface, a third target traction position is determined in the virtual environment according to the position of the first anchor point identifier; wherein the interval duration between the first click operation and the second click operation is less than or equal to a first preset duration, and the distance between the touch points of the first click operation and the second click operation is less than or equal to a first distance threshold.

22. The method according to claim 21, characterized in that After the first click operation is performed on the graphical user interface and the first anchor mark is displayed in the graphical user interface according to the first click operation, the method further includes: In response to not receiving the second click operation within the first preset time period after the first click operation or receiving the third click operation after exceeding the first preset time period, canceling the display of the first anchor point identifier.

23. The method according to claim 21, characterized in that Determining a third target traction position in the virtual environment according to the position of the first anchor point identifier includes: In response to the first anchor point marker being within a designated area corresponding to a first virtual object in the graphical user interface, determining a third target traction position as a position of the first virtual object; an area of ​​the designated area is larger than an area occupied by the first virtual object in the graphical user interface.

24. The method according to claim 21, characterized in that Determining a third target traction position in the virtual environment according to the position of the first anchor point identifier includes: In response to the distance between a first position corresponding to the first anchor point marker in the virtual environment and the controlled virtual character being greater than a length threshold of the third virtual traction object, determining a second position within a third preset range around the first position that is less than or equal to the length threshold and closest to the first position; The second position is determined as a third target pulling position.

25. The method according to any one of claims 11 to 18, characterized in that A traction cancellation control is displayed in the graphical user interface; the method further includes: In response to the second traction trigger operation sliding to the traction cancel control and ending the touch control at the traction cancel control, the aiming range indicator is canceled from the graphical user interface, and the determined second target traction position is canceled.

26. The method according to claim 25, characterized in that In response to the second traction trigger operation sliding to the traction cancellation control and ending the touch control at the traction cancellation control, canceling the display of the aiming range indicator in the graphical user interface, comprises: In response to a second sliding operation of sliding the second traction triggering operation to the traction canceling control, controlling the direction adjustment of the virtual camera according to the second sliding operation; In response to the second sliding operation ending with the touch control at the traction cancellation control, the aiming range indicator is canceled from being displayed in the graphical user interface, and the direction of the virtual camera is controlled to be adjusted to a direction corresponding to a specified shooting angle of view.

27. The method according to claim 1, characterized in that The mobile control area is located at a first side of the graphical user interface, and the method includes: providing a viewing angle control area on a second side of the graphical user interface; In response to a third sliding operation on the viewing angle control area, the direction of the virtual camera is adjusted according to the third sliding operation.

28. The method according to claim 27, characterized in that The method comprises: In response to an end instruction of the third sliding operation, the adjusted direction of the virtual camera is maintained.

29. The method according to claim 27, characterized in that The method comprises: displaying a first viewing angle control on the first side of the graphical user interface; In response to a fourth sliding operation on the first perspective control, the direction of the virtual camera and the direction of the controlled virtual character are controlled according to the fourth sliding operation.

30. The method according to claim 27, characterized in that The method comprises: displaying a second viewing angle control on a second side of the graphical user interface; In response to a fifth sliding operation on the second viewing angle control, adjusting the direction of the virtual camera according to the fifth sliding operation; In response to a fifth sliding operation end instruction for the second viewing angle control, the direction of the virtual camera is restored to that before adjustment.

31. The method according to claim 30, characterized in that In response to a fifth sliding operation on the second viewing angle control, adjusting the direction of the virtual camera according to the fifth sliding operation includes: In response to a fifth sliding operation on the second perspective control, the direction of the controlled virtual character is maintained, and the direction of the virtual camera is adjusted according to the fifth sliding operation.

32. An information processing device, characterized in that: include: Providing a module for providing a movement control area, an attack control area, and a traction control area in a graphical user interface; A first control module, configured to respond to a movement control operation on the movement control area and control the controlled virtual character to perform conventional movement in the virtual environment according to the movement control operation; A second control determination module, configured to control the controlled virtual character to perform an attack action in the virtual environment in response to an attack control operation on the attack control area; a presentation module, configured to present a first virtual traction object between the controlled virtual character and a first target traction position in response to a first traction triggering operation for the traction control area, wherein one end of the first virtual traction object is connected to the controlled virtual character, and the other end of the first virtual traction object is connected to the first target traction position; The third control module is used to control the controlled virtual character to perform pulling movement toward the first target pulling position through the first virtual pulling object.

33. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, characterized in that: When the processor executes the computer program, the steps of the method described in any one of claims 1 to 31 are implemented.

34. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to execute the method according to any one of claims 1 to 31.

Citation Information

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