Virtual object control method and device, terminal and storage medium
By controlling the virtual object to enter the sprint movement state and displaying virtual interaction props in shooting games, the problem of single interaction mode of virtual object is solved, achieving more efficient human-computer interaction and a better gaming experience.
Patent Information
- Application Number
- CN202510352549.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-18
- Publication Date
- 2025-05-23
AI Technical Summary
In existing shooting games, the interaction method of virtual objects is relatively single, resulting in low human-computer interaction efficiency and affecting the user's gaming experience.
By controlling the virtual object to enter the sprint movement state, display virtual interactive props within the prop display range, and gradually accumulate energy values when the virtual object is in the sprint movement state. When the virtual object exits the sprint moving state, the virtual interaction props engage in an adversarial interaction with the second virtual object in the hostile relationship based on the accumulated energy value.
The interaction method of virtual objects has been increased, the human-computer interaction efficiency has been improved, and the user's gaming experience has been improved.
Smart Images

Figure CN120022592A_ABST
Abstract
Description
[0001] This application is a divisional application of the invention patent application with application number 202211448804.9, application date November 18, 2022, and invention name “Virtual object control method, device, terminal and storage medium”. Technical Field
[0002] The present application relates to the field of computer technology, and in particular to a virtual object control method, device, terminal and storage medium. Background Art
[0003] With the development of multimedia technology and the diversification of terminal functions, more and more types of games can be played on terminals. Among them, shooting games are a popular game, which can display virtual scenes in the interface of the game program and display virtual objects controlled by the current terminal user in the virtual scenes.
[0004] In the related art, the user can control the virtual object to enter the sprint movement state, thereby increasing the movement speed of the virtual object. However, only increasing the movement speed will result in a relatively simple interaction mode of the virtual object, and the human-computer interaction efficiency is not high, which affects the user's gaming experience. Summary of the invention
[0005] The embodiments of the present application provide a virtual object control method, device, terminal and storage medium, which increase the interaction mode, thereby improving the human-computer interaction efficiency and enhancing the user's gaming experience. The technical solution is as follows:
[0006] In one aspect, a virtual object control method is provided, the method comprising:
[0007] Displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object is in a hostile relationship with the first virtual object;
[0008] In response to controlling the first virtual object to enter a sprinting movement state, displaying a virtual interactive prop within a prop display range of the first virtual object, the sprinting movement state indicating that the first virtual object moves at a speed higher than a walking movement speed;
[0009] When the first virtual object is in the sprinting state, controlling the virtual interactive prop to follow the first virtual object and gradually accumulate energy value;
[0010] In response to controlling the first virtual object to exit the sprint movement state, the virtual interactive prop is displayed to interact with the second virtual object in a confrontational manner based on the accumulated energy value.
[0011] In another aspect, a virtual object control device is provided, the device comprising:
[0012] A first display module, configured to display a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object is in a hostile relationship with the first virtual object;
[0013] a second display module, configured to display a virtual interactive prop within a prop display range of the first virtual object in response to controlling the first virtual object to enter a sprinting movement state, wherein the sprinting movement state indicates that the first virtual object moves at a speed higher than a walking speed;
[0014] a control module, configured to control the virtual interactive prop to follow the first virtual object and gradually accumulate energy value when the first virtual object is in the sprinting movement state;
[0015] The third display module is used for displaying the virtual interactive props performing confrontational interaction with the second virtual object based on the accumulated energy value in response to controlling the first virtual object to exit the sprint movement state.
[0016] In some embodiments, the control module is used to control the virtual interactive prop to follow the first virtual object and gradually increase in size when the first virtual object is in the sprinting state, and the size of the virtual interactive prop is positively correlated with the size of the accumulated energy value.
[0017] In some embodiments, the control module is further used to keep the virtual interactive props unchanged and display new virtual interactive props within the prop display range of the first virtual object when the accumulated energy value reaches an energy threshold during the process of the first virtual object being in the sprint movement state; and control multiple virtual interactive props to follow the movement of the first virtual object.
[0018] In some embodiments, the third display module is used to display the virtual interactive prop hitting the second virtual object in response to controlling the first virtual object to exit the sprint movement state; and reduce the health value of the second virtual object based on the accumulated energy value.
[0019] In some embodiments, the third display module is used to display the virtual interactive prop emitting at least one energy beam to the second virtual object in response to controlling the first virtual object to exit the sprint movement state, and the number of the energy beams is positively correlated with the size of the accumulated energy value; based on the energy value of the at least one energy beam, the health value of the second virtual object is reduced.
[0020] In some embodiments, an absorption control is displayed in the virtual scene;
[0021] The device also includes:
[0022] an absorption module, configured to control the first virtual object to absorb the virtual interactive prop in response to a triggering operation on the absorption control;
[0023] The enhancement module is used to enhance the armor value of the first virtual object based on the accumulated energy value.
[0024] In some embodiments, the apparatus further comprises:
[0025] The blocking module is used to control the virtual interactive props to block the virtual flying props when it is detected that the second virtual object launches the virtual flying props toward the first virtual object.
[0026] In some embodiments, the third display module includes:
[0027] a first display unit, configured to, in response to controlling the first virtual object to exit the sprint movement state, display the virtual interactive prop performing a confrontational interaction with the second virtual object based on the accumulated energy value when the second virtual object is detected within the attack range of the virtual interactive prop;
[0028] The second display unit is used to display the virtual interactive prop interacting with the virtual building within the attack range based on the accumulated energy value when the second virtual object is not detected within the attack range of the virtual interactive prop.
[0029] In some embodiments, the apparatus further comprises:
[0030] A skill display module, used for displaying a plurality of candidate skills in the virtual scene;
[0031] A skill adding module is used to add the target skill to the skill list of the first virtual object in response to a selection operation of a target skill from the multiple candidate skills, and the target skill is used to generate the virtual interactive prop for the first virtual object when the first virtual object enters the sprint movement state.
[0032] On the other hand, a computer device is provided, which includes a processor and a memory, wherein the memory is used to store at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the virtual object control method in the embodiment of the present application.
[0033] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the virtual object control method in the embodiment of the present application.
[0034] On the other hand, a computer program product is provided, including a computer program, wherein the computer program is executed by a processor to implement the virtual object control method provided in the embodiment of the present application.
[0035] The embodiment of the present application provides a virtual object control method, which can display a virtual interactive prop that moves with the first virtual object by controlling the first virtual object to enter a sprinting movement state. And when the first virtual object is in a sprinting movement state, the virtual interactive prop can gradually accumulate energy value. When the first virtual object is controlled to exit the sprinting movement state, the virtual interactive prop can interact in an adversarial manner with a second virtual object that is in a hostile relationship with the first virtual object based on the accumulated energy value. In this way, by controlling the first virtual object to enter a sprinting movement state, not only the movement speed of the first virtual object is improved, but also the first virtual object can be controlled to interact in an adversarial manner with the second virtual object through the virtual interactive prop, which increases the interaction mode, thereby improving the efficiency of human-computer interaction and improving the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0036] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0037] Figure 1 It is an implementation environment of a virtual object control method provided according to an embodiment of the present application;
[0038] Figure 2 is a flow chart of a virtual object control method provided according to an embodiment of the present application;
[0039] Figure 3 is a flow chart of another virtual object control method provided according to an embodiment of the present application;
[0040] Figure 4 is a schematic diagram of a virtual environment provided according to an embodiment of the present application;
[0041] Figure 5 is a schematic diagram of another virtual environment provided according to an embodiment of the present application;
[0042] Figure 6is a schematic diagram of another virtual environment provided according to an embodiment of the present application;
[0043] Figure 7 is a schematic diagram of another virtual environment provided according to an embodiment of the present application;
[0044] Figure 8 is a schematic diagram of another virtual environment provided according to an embodiment of the present application;
[0045] Fig. 9 is a block diagram of a virtual object control device provided according to an embodiment of the present application;
[0046] Fig.10 is a block diagram of another virtual object control device provided according to an embodiment of the present application;
[0047] Fig.11 It is a structural block diagram of a terminal provided according to an embodiment of the present application. DETAILED DESCRIPTION
[0048] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0049] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with basically the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is there any limitation on quantity and execution order.
[0050] In the present application, the term "at least one" means one or more, and the term "plurality" means two or more.
[0051] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions. For example, the virtual scenes involved in this application are all obtained with full authorization.
[0052] The following is an explanation of the terms used in this application.
[0053] Virtual scene: a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual space, a 2.5-dimensional virtual space, or a three-dimensional virtual space. The embodiments of the present application do not limit the dimensions of the virtual scene. For example, the virtual scene includes the sky, land, ocean, etc. The land includes environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.
[0054] Virtual object: refers to an active object in a virtual scene. The active object can be a virtual person, virtual animal, cartoon character, etc. For example: a person, animal, plant, oil drum, wall, stone, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene that represents the user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0055] Optionally, the virtual object may be a player character controlled by operations on the client, or an artificial intelligence (AI) set in a virtual scene through training, or a non-player character (NPC) set in the virtual scene interaction. Optionally, the virtual object may be a virtual person competing in the virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be pre-set, or may be dynamically determined according to the number of clients joining the interaction.
[0056] Adversarial interactive behavior: refers to interactive behavior with the purpose of eliminating the opponent. This adversarial interactive behavior can occur between any virtual objects, such as between virtual objects controlled by the user, or between an AI object and a virtual object controlled by the user. For example, in a role-playing game, a virtual character controlled by a user can use weapons such as bows and arrows, swords, spears, or skills such as attack magic to attack virtual objects, AI objects, or NPC objects controlled by other users to eliminate the attacked virtual objects. For another example, in a shooting game, a virtual object controlled by a user can use virtual guns, virtual grenades, etc. to attack virtual objects, AI objects, or NPC objects controlled by other users to eliminate the attacked virtual objects.
[0057] Taking shooting games as an example, users can control virtual objects to fall freely, glide, or open a parachute to fall in the sky of the virtual scene, run, jump, crawl, bend forward, etc. on land, or control virtual objects to swim, float, or dive in the ocean. Of course, users can also control virtual objects to move in virtual vehicles in the virtual scene. For example, the virtual vehicle can be a virtual car, a virtual aircraft, a virtual yacht, etc. The above scenes are only used as examples, and the embodiments of the present application do not specifically limit this. Users can also control virtual objects to interact with other virtual objects in a confrontational manner through virtual interactive props.
[0058] The virtual object control method provided in the embodiment of the present application can be executed by a terminal. The implementation environment of the virtual object control method provided in the embodiment of the present application is introduced below. Figure 1 Schematic diagram of an implementation environment of a virtual object control method provided according to an embodiment of the present application. Figure 1 , the implementation environment includes a terminal 101 and a server 102.
[0059] The terminal 101 and the server 102 can be connected directly or indirectly via wired or wireless communication, which is not limited in this application.
[0060] In some embodiments, terminal 101 is a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, smart voice interaction device, smart home appliance, vehicle-mounted terminal, etc., but is not limited thereto. Terminal 101 installs and runs an application that supports virtual scenes. The application can be any one of a first-person shooter game (First-Person Shooting game, FPS), a third-person shooter game, a multiplayer online tactical competitive game (Multiplayer Online Battle Arena games, MOBA), a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game. Schematically, terminal 101 is a terminal used by a user, and the user uses terminal 101 to operate a virtual object in a virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, attacking, and throwing. Schematically, the virtual object is a virtual character, such as a simulated character or an anime character.
[0061] In some embodiments, server 102 is an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. Server 102 is used to provide background services for applications that support virtual scenes. In some embodiments, server 102 undertakes the main computing work and terminal 101 undertakes the secondary computing work; or, server 102 undertakes the secondary computing work and terminal 101 undertakes the main computing work; or, server 102 and terminal 101 use a distributed computing architecture for collaborative computing.
[0062] In some embodiments, the virtual object controlled by the terminal 101 (hereinafter referred to as the controlled virtual object) and the virtual objects controlled by other terminals 101 (hereinafter referred to as other virtual objects) are in the same virtual scene, and the controlled virtual object can interact with the other virtual objects in the virtual scene. In some embodiments, the controlled virtual object and the other virtual objects can be in a hostile relationship, for example, the controlled virtual object and the other virtual objects can belong to different teams and organizations, and the virtual objects in the hostile relationship can interact in a confrontational manner by releasing skills to each other.
[0063] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.
[0064] Figure 2 is a flowchart of a virtual object control method provided according to an embodiment of the present application, such as Figure 2 As shown, in the embodiment of the present application, the method for controlling a virtual object is described by taking the execution by a terminal as an example. The method for controlling a virtual object comprises the following steps:
[0065] 201. The terminal displays a first virtual object and a second virtual object in a virtual scene, where the second virtual object is in a hostile relationship with the first virtual object.
[0066] In an embodiment of the present application, an application supporting virtual scenes is installed on the terminal. When the terminal runs the application, it can display a virtual scene on the screen, in which a first virtual object and a second virtual object are displayed. A user account is logged into the application, and the user account is used to control the first virtual object. Among them, the first virtual object can be an animated character, a simulated character, or a mechanical character. The second virtual object is a virtual object controlled by AI (Artificial Intelligence), that is, a virtual object controlled by a server based on an AI algorithm, and the second virtual object can also be a virtual object controlled by other users based on the terminal. The second virtual object can be a virtual object in the virtual scene, or it can be multiple virtual objects in the virtual scene.
[0067] Since the second virtual object is a virtual object hostile to the first virtual object, the second virtual object can attack the first virtual object in the virtual scene to reduce the health value of the first virtual object. Similarly, the first virtual object can also attack the second virtual object to reduce the health value of the second virtual object.
[0068] 202. In response to controlling the first virtual object to enter a sprinting movement state, the terminal displays a virtual interactive prop within a prop display range of the first virtual object, wherein the sprinting movement state indicates that the first virtual object moves at a speed higher than a walking speed.
[0069] In the embodiment of the present application, the first virtual object includes multiple movement states, such as slow walking, walking, crawling or sprinting. The movement speed of the first virtual object in the sprinting movement state is higher than the movement speed in the walking movement state, and can also be higher than the movement speed in other movement states. After the first virtual object enters the sprinting movement state, it can move at a uniform speed or at a uniformly accelerated speed, which is not limited in the embodiment of the present application.
[0070] When controlling the first virtual object to enter a sprint movement state, the terminal can display virtual interactive props within the prop display range of the first virtual object. Among them, the prop display range can be a circular area within a certain range centered on the first virtual object, an area in front of the first virtual object, an area on the left side of the first virtual object or on the right side of the virtual object, etc. The embodiment of the present application does not limit the range size. The virtual interactive props can be displayed at any position within the prop display range. The virtual interactive props can be an energy ball, an energy stone, or a polymer synthesized from sand around the first virtual object in the virtual environment. Optionally, the size of the virtual interactive props can be upper-limited or infinitely increased. Optionally, the number of virtual interactive props can be one or more. The embodiment of the present application does not limit the size and number of virtual interactive props.
[0071] 203. When the first virtual object is in a sprinting state, the terminal controls the virtual interactive prop to follow the first virtual object and gradually accumulate energy value.
[0072] In an embodiment of the present application, taking the case where the prop display range is a circular area within a certain range centered on the first virtual object, during the process in which the first virtual object is in a sprinting state, the prop display range will move with the movement of the first virtual object. Accordingly, during the sprinting movement of the first virtual object, the terminal can control the virtual interactive prop to follow the movement of the first virtual object.
[0073] Optionally, the virtual interactive prop is an energy storage prop, so the virtual interactive prop can also gradually accumulate energy value in the process of following the movement of the first virtual object. The energy value accumulated by the virtual interactive prop is positively correlated with the time the first virtual object is in the sprinting state. That is, the longer the first virtual object is in the sprinting state, the more energy value the virtual interactive prop has accumulated; the shorter the first virtual object is in the sprinting state, the less energy value the virtual interactive prop has accumulated.
[0074] Optionally, the energy value accumulated by the virtual interactive prop can affect the size or quantity of the virtual interactive prop. As the accumulated energy value gradually increases, the virtual interactive prop gradually becomes larger. Alternatively, the number of the virtual interactive prop gradually increases.
[0075] 204. In response to controlling the first virtual object to exit the sprinting movement state, the terminal displays the virtual interactive prop to perform confrontational interaction with the second virtual object based on the accumulated energy value.
[0076] In an embodiment of the present application, since the first virtual object and the second virtual object are in a hostile relationship, the first virtual object and the second virtual object can interact in an adversarial manner in the above-mentioned virtual scene. Among them, adversarial interaction refers to an interactive behavior with the purpose of eliminating the other party, and the interactive behavior can reduce the health value of the first virtual object or the second virtual object. The interactive behavior includes but is not limited to the first virtual object using a virtual interactive prop to attack the second virtual object. Since the virtual interactive prop can gradually accumulate energy value during the process of the first virtual object being in a sprinting movement state, and the first virtual object can interact in an adversarial manner with the second virtual object through the virtual interactive prop. Therefore, when the first virtual object exits the sprinting movement state, the virtual interactive prop stops accumulating energy and attacks in the direction of the second virtual object. The virtual interactive prop reduces the health value of the second virtual object based on the accumulated energy value.
[0077] The embodiment of the present application provides a virtual object control method, which can display a virtual interactive prop that moves with the first virtual object by controlling the first virtual object to enter a sprinting movement state. And when the first virtual object is in a sprinting movement state, the virtual interactive prop can gradually accumulate energy value. When the first virtual object is controlled to exit the sprinting movement state, the virtual interactive prop can interact in an adversarial manner with a second virtual object that is in a hostile relationship with the first virtual object based on the accumulated energy value. In this way, by controlling the first virtual object to enter a sprinting movement state, not only the movement speed of the first virtual object is improved, but also the first virtual object can be controlled to interact in an adversarial manner with the second virtual object through the virtual interactive prop, which increases the interaction mode, thereby improving the efficiency of human-computer interaction and improving the user's gaming experience.
[0078] Figure 3 is a flowchart of another virtual object control method provided according to an embodiment of the present application. Figure 3 As shown, in the embodiment of the present application, the method for controlling a virtual object is described by taking the execution by a terminal as an example. The method for controlling a virtual object comprises the following steps:
[0079] 301. The terminal displays multiple candidate skills in a virtual scene.
[0080] In an embodiment of the present application, an application that supports a virtual scene may be run in the terminal, and the virtual scene is a three-dimensional space in a shooting game. The user account logged in to the terminal can control the virtual object to participate in the game, and at certain moments of the game, multiple candidate skills are displayed in the virtual scene. The user account logged in to the terminal can select multiple candidate skills, thereby adding multiple skills to the virtual object controlled by the user account. Among them, multiple candidate skills can belong to different types, such as sprint energy storage flow, survival flow, control flow, and blasting flow. Different types of skills can have different effects, which is not limited by the embodiment of the present application.
[0081] In some embodiments, the virtual object control method can be applied to the PVE (Player VS Environment) mode in shooting games. The PVE mode includes 4 game levels, wherein the first three game levels are ordinary levels and the fourth game level is a boss (monster) level. The PVE mode requires three virtual objects controlled by user accounts logged in on the terminal to form a team before entering the PVE mode. Since the clearance time of the first three game levels is a fixed value, when controlling the virtual object to pass the level, if the clearance target of the game level is not completed within the prescribed clearance time, it is considered that the clearance has failed. Alternatively, if all members are eliminated during the clearance process, it is also considered that the clearance has failed. During the clearance process of the first three game levels, the virtual objects controlled by the user account can randomly acquire some skills. And the skills acquired in the first three game levels can be combined to construct a skill list of the virtual object.
[0082] 302. In response to a selection operation of a target skill from among multiple candidate skills, the terminal adds the target skill to a skill list of the first virtual object, where the target skill is used to generate a virtual interactive prop for the first virtual object when the first virtual object enters a sprint movement state.
[0083] In an embodiment of the present application, a first virtual object is displayed in a virtual scene displayed by a terminal, and the first virtual object is a virtual object controlled by a user account logged in by the terminal. If it is necessary to set the target skill as a skill possessed by the first virtual object, the user account can select a target skill from a plurality of candidate skills so that the terminal can add the target skill to the skill list of the first virtual object. The target skill is used to generate a virtual interactive prop for the first virtual object when the first virtual object enters a sprint moving state. The skills in the skill list are skills possessed by the first virtual object, and by adding the target skill to the skill list, the target skill can be set as a skill possessed by the first virtual object. By using the target skill, the terminal can generate a virtual interactive prop for the first virtual object when controlling the first virtual object to enter a sprint moving state. The first virtual object can interact with other virtual objects in a confrontational manner through the virtual interactive prop. The sprint moving state is one of the multiple moving states of the first virtual object, and the moving speed of the first virtual object in the sprint moving state is higher than the moving speed in other moving states.
[0084] For example, Figure 4 is a schematic diagram of a virtual scene provided according to an embodiment of the present application. Figure 4 As shown, the virtual scene displays multiple candidate skills. The multiple candidate skills are different types of skills, including deep stun 401 in the stun flow, charge shock 402 in the sprint charge flow, and blasting magazine 403 in the blasting flow. The user can select any skill from the multiple candidate skills displayed in the virtual scene as the skill of the first virtual object.
[0085] 303. The terminal displays a first virtual object and a second virtual object in a virtual scene, where the second virtual object is in a hostile relationship with the first virtual object.
[0086] In an embodiment of the present application, the second virtual object may be a virtual object controlled by AI, that is, a virtual object controlled by a server based on an AI algorithm; the second virtual object may also be a virtual object controlled by other users. Optionally, the second virtual object may refer to a virtual object in the virtual scene, or may refer to multiple virtual objects in the virtual scene. Since the second virtual object and the first virtual object are in a hostile relationship, the second virtual object can attack the first virtual object in the virtual scene to reduce the health value of the first virtual object. Similarly, the first virtual object can also attack the second virtual object to reduce the health value of the second virtual object.
[0087] For example, Figure 5 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Figure 5As shown, the virtual scene displays a first virtual object 501 and a second virtual object 502. The first virtual object 501 and the second virtual object 502 are in a hostile relationship.
[0088] 304. In response to controlling the first virtual object to enter a sprinting movement state, the terminal displays a virtual interactive prop within a prop display range of the first virtual object, wherein the sprinting movement state indicates that the first virtual object moves at a speed higher than a walking speed.
[0089] In an embodiment of the present application, the first virtual object includes a variety of moving states, such as slow walking, walking, crawling or sprinting. After the first virtual object enters the sprinting moving state, it can perform uniform motion or uniform accelerated motion, which is not limited in the embodiment of the present application. Since the target skill is used to generate virtual interactive props for the first virtual object when the first virtual object enters the sprinting moving state, when controlling the first virtual object to enter the sprinting moving state, the terminal can display virtual interactive props within the prop display range of the first virtual object. Among them, the virtual interactive props can be energy balls, energy stones, virtual shells, virtual arrows, or polymers synthesized from sand and soil around the first virtual object in the virtual environment. For a specific explanation of the prop display range, please refer to the above step 202, which will not be repeated here.
[0090] For example, Figure 6 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Figure 6 As shown, the virtual scene displays a first virtual object 601, a virtual interactive prop 602, and a prop display range 603. The virtual interactive prop 602 is an energy ball, and the energy ball is located in the prop display range 603 of the first virtual object 601.
[0091] 305. When the first virtual object is in a sprinting state, the terminal controls the virtual interactive prop to follow the first virtual object and gradually accumulate energy value.
[0092] In the embodiment of the present application, since the virtual interactive props displayed within the prop display range will move with the movement of the first virtual object, during the sprint movement of the first virtual object, the terminal can control the virtual interactive props to follow the movement of the first virtual object.
[0093] Optionally, the virtual interactive prop is an energy storage prop, so the virtual interactive prop can also gradually accumulate energy value in the process of following the movement of the first virtual object. The energy value accumulated by the virtual interactive prop is positively correlated with the time the first virtual object is in the sprinting state. That is, the longer the first virtual object is in the sprinting state, the more energy value the virtual interactive prop accumulates; the shorter the first virtual object is in the sprinting state, the less energy value the virtual interactive prop accumulates.
[0094] For example, Figure 7 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Figure 7 As shown, the virtual scene displays a first virtual object 701 and a virtual interactive prop 702. The virtual interactive prop 702 is an energy ball, which gradually accumulates energy value when the first virtual object 701 is in a sprinting state. The shaded part in the virtual interactive prop 702 is the energy value accumulated by the virtual interactive prop 702.
[0095] In some embodiments, when the first virtual object is in a sprinting state, the shape of the virtual interactive prop changes as the energy value accumulates. Accordingly, the terminal controls the virtual interactive prop to follow the movement of the first virtual object by executing the following step (1) or the following steps (1) and (2).
[0096] (1) When the first virtual object is in a sprinting state, the terminal controls the virtual interactive prop to follow the first virtual object and gradually increase in size, and the size of the virtual interactive prop is positively correlated with the size of the accumulated energy value.
[0097] In the embodiment of the present application, the size of the energy value accumulated by the virtual interactive prop is positively correlated with the time when the first virtual object is in the sprinting moving state, and the size of the virtual interactive prop is also positively correlated with the size of the accumulated energy value. Therefore, the longer the first virtual object is in the sprinting moving state, the more energy value the virtual interactive prop has accumulated, and the larger the virtual interactive prop is. Similarly, the shorter the time when the first virtual object is in the sprinting moving state, the less energy value the virtual interactive prop has accumulated, and the smaller the virtual interactive prop is. Optionally, the virtual interactive prop is an energy ball, and as the time when the first virtual object is in the sprinting moving state gradually increases, the energy value accumulated by the energy ball gradually increases, and the energy ball also gradually becomes larger. Since the size of the virtual interactive prop is positively correlated with the accumulated energy value, the virtual interactive prop can gradually increase in the process of following the movement of the first virtual object, enriching the display mode of the virtual interactive prop.
[0098] (2) When the first virtual object is in a sprinting state and the accumulated energy value reaches an energy threshold, the terminal keeps the virtual interactive props unchanged and displays new virtual interactive props within the prop display range of the first virtual object; the terminal controls the multiple virtual interactive props to follow the movement of the first virtual object.
[0099] In the embodiment of the present application, since the size of the virtual interactive prop is positively correlated with the accumulated energy value, as the virtual interactive prop gradually increases, the accumulated energy value of the virtual interactive prop also gradually increases. However, since the size of the virtual interactive prop is limited, when the virtual interactive prop grows to the maximum, that is, when the accumulated energy value of the virtual interactive prop reaches the energy threshold. And at this time, the first virtual object is still in the process of sprinting movement, the terminal can keep the original virtual interactive prop unchanged and generate a new virtual interactive prop. And display the new virtual interactive prop within the prop display range of the first virtual object. Among them, the newly generated virtual interactive prop, like the original virtual interactive prop, will also follow the first virtual object to move and gradually accumulate energy value until the accumulated energy value of the virtual interactive prop reaches the energy threshold. When the energy value of the virtual interactive prop reaches the energy threshold, by retaining the original virtual interactive prop, a new virtual interactive prop is generated, so that multiple virtual interactive props can be displayed around the first virtual object, enriching the display mode of the virtual interactive prop.
[0100] It should be noted that, since the virtual interactive prop has a certain attack range, the second virtual object may be within the attack range of the virtual interactive prop, or may not be within the attack range of the virtual interactive prop. If the second virtual object is detected within the attack range of the virtual interactive prop, the terminal executes the following step 306; if the second virtual object is not detected within the attack range of the virtual interactive prop, the terminal executes the following step 307.
[0101] 306. In response to controlling the first virtual object to exit the sprint movement state, when a second virtual object is detected within the attack range of the virtual interactive prop, the terminal displays the virtual interactive prop to perform confrontational interaction with the second virtual object based on the accumulated energy value.
[0102] In an embodiment of the present application, when the terminal controls the first virtual object to exit the sprint movement state, the virtual interactive prop stops accumulating energy value. Since the first virtual object and the second virtual object are in a hostile relationship, when the second virtual object is detected within the attack range of the virtual interactive prop, the terminal can control the first virtual object to interact with the second virtual object through the virtual interactive prop, that is, the first virtual object can attack the second virtual object through the virtual interactive prop, so that the virtual interactive prop can reduce the health value of the second virtual object based on the accumulated energy value. Among them, the attack range can be a circular area within a certain range centered on the first virtual object, and the embodiment of the present application does not limit the range size. For example, the radius of the circular area can be 5 meters, 10 meters or 15 meters. The attack range can be within the virtual scene range that can be observed by the first virtual object, or it can be within the virtual scene range that cannot be observed by the first virtual object. Optionally, when there are multiple second virtual objects within the attack range of the virtual interactive prop, the terminal can display the virtual interactive prop based on the accumulated energy value to interact with the second virtual object closest to the first virtual object.
[0103] For example, Figure 8 is a schematic diagram of another virtual scene provided according to an embodiment of the present application. Figure 8 As shown, the virtual scene displays a first virtual object 801, a virtual interactive prop 802, and a second virtual object 803. At this time, the first virtual object 801 exits the sprinting movement state, and the virtual interactive prop 802 can interact with the second virtual object 803 in a confrontational manner based on the accumulated energy value. Among them, the shaded part in the virtual interactive prop 802 is the energy value accumulated by the virtual interactive prop 802. The virtual interactive prop 802 is an energy ball. The second virtual object 803 is located within the attack range 804 of the virtual interactive prop 802.
[0104] In some embodiments, an attack control is also displayed in the virtual scene, and the attack control is used to control the virtual interactive prop to attack the second virtual object after being triggered. Accordingly, in response to controlling the first virtual object to exit the sprint movement state and triggering the attack control in the virtual scene, when the second virtual object is detected within the attack range of the virtual interactive prop, the virtual interactive prop is displayed to interact with the second virtual object in an adversarial manner based on the accumulated energy value. Among them, the user account logged in to the terminal can perform a trigger operation on the attack control, and the terminal responds to the trigger operation, and when the first virtual object is controlled to exit the sprint movement state, the virtual interactive prop is displayed to interact with the second virtual object in an adversarial manner based on the accumulated energy value. The second virtual object is within the attack range of the virtual interactive prop.
[0105] In some embodiments, the virtual interactive prop and the second virtual object perform confrontational interaction including multiple interaction modes. Accordingly, the terminal controls the first virtual object to perform confrontational interaction with the second virtual object through the virtual interactive prop through the following steps (1) or (2).
[0106] (1) In response to controlling the first virtual object to exit the sprint movement state, the terminal displays the virtual interactive prop colliding with the second virtual object; based on the accumulated energy value, the terminal reduces the health value of the second virtual object.
[0107] In an embodiment of the present application, when the first virtual object is controlled to exit the sprinting movement state, the terminal can display the virtual interactive props hitting the second virtual object. Since the virtual interactive props can gradually accumulate energy values when the first virtual object is in the sprinting movement state, after the virtual interactive props hit the second virtual object, based on the energy value accumulated by the virtual interactive props, the terminal can reduce the health value of the second virtual object. Among them, the size of the energy value accumulated by the virtual interactive props is positively correlated with the size of the health value reduced by the second virtual object. That is, the more energy values the virtual interactive props have accumulated, the more health values the second virtual object has reduced; the less energy values the virtual interactive props have accumulated, the less health values the second virtual object has reduced. Optionally, the energy value accumulated by the virtual interactive props can also affect the speed of the virtual interactive props hitting. The more energy values the virtual interactive props have accumulated, the faster the virtual interactive props hit the second virtual object. By displaying the virtual interactive props hitting the second virtual object, the terminal can interact with the second virtual object in a confrontational manner based on the virtual interactive props, thereby increasing the interaction mode and improving the efficiency of human-computer interaction.
[0108] (2) In response to controlling the first virtual object to exit the sprint movement state, the terminal displays the virtual interactive prop emitting at least one energy beam to the second virtual object, and the number of energy beams is positively correlated with the size of the accumulated energy value; based on the energy value of the at least one energy beam, the terminal reduces the health value of the second virtual object.
[0109] In an embodiment of the present application, when the first virtual object is controlled to exit the sprint movement state, the terminal can display the virtual interactive prop to emit at least one energy beam to the second virtual object. Since the virtual interactive prop can gradually accumulate energy value when the first virtual object is in the sprint movement state, and the number of energy beams is positively correlated with the size of the energy value accumulated by the virtual interactive prop. Therefore, based on the energy value accumulated by the virtual interactive prop, the terminal can determine the number of energy beams that the virtual interactive prop can emit. And based on the energy value of at least one energy beam emitted by the virtual interactive prop, the health value of the second virtual object is reduced. Among them, the energy value required to emit an energy beam is a fixed value, so the more energy value the virtual interactive prop has accumulated, the more energy beams the virtual interactive prop can emit. And the more the number of energy beams, the more the health value of the second virtual object reduced by the terminal. By displaying the virtual interactive prop to emit an energy beam to the second virtual object, the terminal can control the virtual interactive prop to interact with the second virtual object in a confrontational manner in the form of an energy beam, thereby increasing the interaction mode and improving the efficiency of human-computer interaction.
[0110] In some embodiments, if the target skill is a skill in the sprint energy storage flow, the attack effect of the virtual interactive prop is different based on different target skills. Accordingly, in response to controlling the first virtual object to exit the second moving state, the attack effect of the virtual interactive prop is determined based on the target skill; when the attack effect is the first attack effect, the terminal displays the virtual interactive prop attacking the second virtual object, and when the virtual interactive prop hits the second virtual object, the armor value of the second virtual object is reduced; when the attack effect is the second attack effect, the virtual interactive prop is controlled to attack the second virtual object, and when the virtual interactive prop hits the second virtual object, the second virtual object is electrocuted; when the attack effect is the third attack effect, the virtual interactive prop is controlled to attack the second virtual object, and when the virtual interactive prop hits the second virtual object, a force field impact is caused to the second virtual object. Among them, the skills in the sprint energy storage flow include: energy storage armor breaking, energy storage click, and energy storage field. In the case where the target skill is energy-charged armor-piercing, the attack effect of the target skill is the first attack effect, that is, energy-charged armor-piercing is used to indicate that when the virtual object is controlled to enter a sprinting movement state, the generated virtual interactive prop can reduce the armor value of the second virtual object based on the accumulated energy value. In the case where the target skill is energy-charged electric shock, the attack effect of the target skill is the second attack effect, that is, energy-charged electric shock is used to indicate that when the virtual object is controlled to enter a sprinting movement state, the generated virtual interactive prop can perform an electric shock on the second virtual object based on the accumulated energy value. In the case where the target skill is a stored force field, the attack effect of the target skill is the third attack effect, that is, the stored force field is used to indicate that when the virtual object is controlled to enter a sprinting movement state, the generated virtual interactive prop can cause a force field impact on the second virtual object based on the accumulated energy value.
[0111] 307. In response to controlling the first virtual object to exit the sprint movement state, when no second virtual object is detected within the attack range of the virtual interactive prop, the terminal displays the virtual interactive prop interacting with the virtual building within the attack range based on the accumulated energy value.
[0112] In the embodiment of the present application, the virtual interactive prop can not only attack the second virtual object, but also destroy the virtual buildings located in a certain area around the first virtual object. Therefore, if the second virtual object is not detected within the attack range of the virtual interactive prop, the terminal can control the first virtual object to interact with the virtual buildings located within the attack range through the virtual interactive prop based on the accumulated energy value. Among them, the attack range can be a circular area within a certain range of the virtual scene that can be observed by the first virtual object and centered on the first virtual object. The embodiment of the present application does not limit the size of the range.
[0113] In some embodiments, an absorption control is also displayed in the virtual scene, and the virtual interactive props can be absorbed by triggering the absorption control. Accordingly, in response to the triggering operation of the absorption control, the terminal controls the first virtual object to absorb the virtual interactive props; based on the accumulated energy value, the armor value of the first virtual object is increased. Among them, the user account logged in on the terminal can perform the triggering operation of the absorption control, and the terminal controls the first virtual object to absorb the virtual interactive props in response to the triggering operation. Since the virtual interactive props can gradually accumulate energy values when the first virtual object is in a sprinting state, the terminal can increase the armor value of the first virtual object based on the accumulated energy value during the process of the first virtual object absorbing the virtual interactive props. The armor value can reflect the defense capability of the first virtual object, and the size of the armor value is positively correlated with the defense capability. That is, the higher the armor value, the stronger the defense capability of the first virtual object; the lower the armor value, the weaker the defense capability of the first virtual object. By triggering the absorption control, the terminal can control the first virtual object to absorb the virtual interactive props, so that the first virtual object can increase its own armor value based on the energy value of the virtual interactive props. It improves the playability of the game, increases the interaction methods, and thus improves the efficiency of human-computer interaction.
[0114] In some embodiments, the virtual interactive props can also be used as defensive props to resist the attack of the second virtual object on the first virtual object. Accordingly, when it is detected that the second virtual object launches a virtual flying prop to the first virtual object, the terminal controls the virtual interactive props to resist the virtual flying props. Among them, since the second virtual object and the first virtual object are in a hostile relationship, the second virtual object can launch a virtual flying prop to the first virtual object to reduce the health value of the first virtual object. Since the virtual interactive props can not only be used as attack props to attack the second virtual object. The virtual interactive props can also be used as defensive props to resist the virtual flying props launched by the second virtual object to the first virtual object, so as to avoid the virtual flying props affecting the health value of the first virtual object. The virtual flying props can be virtual bullets, virtual missiles or virtual shells. By controlling the virtual interactive props to resist the virtual interactive props launched by the second virtual object, the first virtual object can resist the attack of other virtual objects based on the virtual interactive props. The playability of the game is improved, the interaction mode is increased, and the efficiency of human-computer interaction is improved.
[0115] The embodiment of the present application provides a virtual object control method, which can display a virtual interactive prop that moves with the first virtual object by controlling the first virtual object to enter a sprinting movement state. And when the first virtual object is in a sprinting movement state, the virtual interactive prop can gradually accumulate energy value. When the first virtual object is controlled to exit the sprinting movement state, the virtual interactive prop can interact in an adversarial manner with a second virtual object that is in a hostile relationship with the first virtual object based on the accumulated energy value. In this way, by controlling the first virtual object to enter a sprinting movement state, not only the movement speed of the first virtual object is improved, but also the first virtual object can be controlled to interact in an adversarial manner with the second virtual object through the virtual interactive prop, which increases the interaction mode, thereby improving the efficiency of human-computer interaction and improving the user's gaming experience.
[0116] Fig. 9 is a block diagram of a virtual object control device provided according to an embodiment of the present application. The device is used to execute the steps of the above-mentioned virtual object control method. Fig. 9 The device includes: a first display module 901, a second display module 902, a control module 903 and a third display module 904.
[0117] A first display module 901 is used to display a first virtual object and a second virtual object in a virtual scene, where the second virtual object is in a hostile relationship with the first virtual object;
[0118] A second display module 902 is used to display virtual interactive props within a prop display range of the first virtual object in response to controlling the first virtual object to enter a sprinting movement state, wherein the sprinting movement state indicates that the first virtual object moves at a speed higher than a walking speed;
[0119] The control module 903 is used to control the virtual interactive prop to follow the first virtual object and gradually accumulate energy value when the first virtual object is in a sprinting state;
[0120] The third display module 904 is used for displaying the virtual interactive props to perform confrontational interaction with the second virtual object based on the accumulated energy value in response to controlling the first virtual object to exit the sprint movement state.
[0121] In some embodiments, the control module 903 is used to control the virtual interactive prop to follow the first virtual object and gradually increase in size when the first virtual object is in a sprinting state, and the size of the virtual interactive prop is positively correlated with the size of the accumulated energy value.
[0122] In some embodiments, the control module 903 is also used to keep the virtual interactive props unchanged and display new virtual interactive props within the prop display range of the first virtual object when the accumulated energy value reaches the energy threshold during the sprint movement of the first virtual object; and control multiple virtual interactive props to follow the movement of the first virtual object.
[0123] In some embodiments, the third display module 904 is used to display the virtual interactive prop hitting the second virtual object in response to controlling the first virtual object to exit the sprint movement state; and reduce the health value of the second virtual object based on the accumulated energy value.
[0124] In some embodiments, the third display module 904 is used to display the virtual interactive prop emitting at least one energy beam to the second virtual object in response to controlling the first virtual object to exit the sprint movement state, and the number of energy beams is positively correlated with the size of the accumulated energy value; based on the energy value of at least one energy beam, the health value of the second virtual object is reduced.
[0125] In some embodiments, an absorption control is displayed in the virtual scene;
[0126] Fig.10 is a block diagram of another virtual object control device provided in an embodiment of the present application. Fig.10 As shown, the device also includes:
[0127] An absorption module 905, configured to control the first virtual object to absorb the virtual interactive prop in response to a triggering operation on the absorption control;
[0128] The enhancement module 906 is used to enhance the armor value of the first virtual object based on the accumulated energy value.
[0129] In some embodiments, see Fig.10 As shown, the device also includes:
[0130] The blocking module 907 is used to control the virtual interactive props to block the virtual flying props when it is detected that the second virtual object launches the virtual flying props to the first virtual object.
[0131] In some embodiments, see Fig.10 As shown, the third display module 904 includes:
[0132] The first display unit 1001 is used for, in response to controlling the first virtual object to exit the sprint movement state, when a second virtual object is detected within the attack range of the virtual interactive prop, displaying the virtual interactive prop to perform confrontational interaction with the second virtual object based on the accumulated energy value;
[0133] The second display unit 1002 is used to display the virtual interactive props interacting with the virtual building within the attack range based on the accumulated energy value when no second virtual object is detected within the attack range of the virtual interactive props.
[0134] In some embodiments, see Fig.10 As shown, the device also includes:
[0135] A skill display module 908 is used to display multiple candidate skills in a virtual scene;
[0136] The skill adding module 909 is used to add the target skill to the skill list of the first virtual object in response to the selection operation of the target skill from multiple candidate skills, and the target skill is used to generate a virtual interactive prop for the first virtual object when the first virtual object enters a sprint movement state.
[0137] The embodiment of the present application provides a virtual object control device, which can display a virtual interactive prop that moves with the first virtual object by controlling the first virtual object to enter a sprint movement state. And when the first virtual object is in a sprint movement state, the virtual interactive prop can gradually accumulate energy value. When the first virtual object is controlled to exit the sprint movement state, the virtual interactive prop can interact in an adversarial manner with a second virtual object that is in a hostile relationship with the first virtual object based on the accumulated energy value. In this way, by controlling the first virtual object to enter a sprint movement state, not only the movement speed of the first virtual object is increased, but also the first virtual object can be controlled to interact in an adversarial manner with the second virtual object through the virtual interactive prop, which increases the interaction mode, thereby improving the efficiency of human-computer interaction and improving the user's gaming experience.
[0138] It should be noted that: the virtual object control device provided in the above embodiment only uses the division of the above functional modules as an example when running an application program. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object control device provided in the above embodiment and the virtual object control method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0139] Fig.111 is a block diagram of a terminal 1100 provided according to an embodiment of the present application. The terminal 1100 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The terminal 1100 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0140] Typically, the terminal 1100 includes a processor 1101 and a memory 1102 .
[0141] The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0142] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1102 is used to store at least one computer program, which is executed by the processor 1101 to implement the virtual object control method provided in the method embodiment of the present application.
[0143] In some embodiments, the terminal 1100 may further optionally include: a peripheral device interface 1103 and at least one peripheral device. The processor 1101, the memory 1102 and the peripheral device interface 1103 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1103 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1104, a display screen 1105, a camera assembly 1106, an audio circuit 1107 and a power supply 1108.
[0144] The peripheral device interface 1103 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral device interface 1103 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0145] The radio frequency circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1104 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. In some embodiments, the radio frequency circuit 1104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1104 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1104 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0146] The display screen 1105 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1105 is a touch display screen, the display screen 1105 also has the ability to collect touch signals on the surface or above the surface of the display screen 1105. The touch signal can be input to the processor 1101 as a control signal for processing. At this time, the display screen 1105 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1105 can be one, set on the front panel of the terminal 1100; in other embodiments, the display screen 1105 can be at least two, respectively set on different surfaces of the terminal 1100 or in a folding design; in other embodiments, the display screen 1105 can be a flexible display screen, set on a curved surface or a folding surface of the terminal 1100. Even, the display screen 1105 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0147] The camera assembly 1106 is used to capture images or videos. In some embodiments, the camera assembly 1106 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal, and the rear camera is disposed on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize the panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1106 may also include a flash. The flash may be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0148] The audio circuit 1107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1101 for processing, or input them into the radio frequency circuit 1104 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1100. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1107 may also include a headphone jack.
[0149] The power supply 1108 is used to power various components in the terminal 1100. The power supply 1108 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0150] In some embodiments, the terminal 1100 further includes one or more sensors 1109 , including but not limited to: an acceleration sensor 1110 , a gyroscope sensor 1111 , a pressure sensor 1112 , an optical sensor 1113 , and a proximity sensor 1114 .
[0151] The acceleration sensor 1110 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1100. For example, the acceleration sensor 1110 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1101 can control the display screen 1105 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1110. The acceleration sensor 1110 can also be used for collecting game or user motion data.
[0152] The gyro sensor 1111 can detect the body direction and rotation angle of the terminal 1100, and the gyro sensor 1111 can cooperate with the acceleration sensor 1110 to collect the user's 3D actions on the terminal 1100. The processor 1101 can implement the following functions based on the data collected by the gyro sensor 1111: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0153] The pressure sensor 1112 may be provided at the side frame of the terminal 1100 and / or the lower layer of the display screen 1105. When the pressure sensor 1112 is provided at the side frame of the terminal 1100, it may detect the user's holding signal of the terminal 1100, and the processor 1101 may perform left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1112. When the pressure sensor 1112 is provided at the lower layer of the display screen 1105, the processor 1101 may control the operability control on the UI interface according to the user's pressure operation on the display screen 1105. The operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0154] The optical sensor 1113 is used to collect the ambient light intensity. In one embodiment, the processor 1101 can control the display brightness of the display screen 1105 according to the ambient light intensity collected by the optical sensor 1113. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1105 is increased; when the ambient light intensity is low, the display brightness of the display screen 1105 is reduced. In another embodiment, the processor 1101 can also dynamically adjust the shooting parameters of the camera assembly 1106 according to the ambient light intensity collected by the optical sensor 1113.
[0155] The proximity sensor 1114, also called a distance sensor, is usually arranged on the front panel of the terminal 1100. The proximity sensor 1114 is used to collect the distance between the user and the front of the terminal 1100. In one embodiment, when the proximity sensor 1114 detects that the distance between the user and the front of the terminal 1100 is gradually decreasing, the processor 1101 controls the display screen 1105 to switch from the screen-on state to the screen-off state; when the proximity sensor 1114 detects that the distance between the user and the front of the terminal 1100 is gradually increasing, the processor 1101 controls the display screen 1105 to switch from the screen-off state to the screen-on state.
[0156] Those skilled in the art will understand that Fig.11 The structure shown in the figure does not constitute a limitation on the terminal 1100, and the terminal 1100 may include more or fewer components than those shown in the figure, or combine certain components, or adopt a different component arrangement.
[0157] The embodiment of the present application also provides a computer-readable storage medium, in which at least one computer program is stored, and the at least one computer program is loaded and executed by the processor of the terminal to implement the operation performed by the terminal in the virtual object control method of the above embodiment. For example, the computer-readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0158] The embodiment of the present application also provides a computer program product or a computer program, which includes a computer program code, and the computer program code is stored in a computer-readable storage medium. The processor of the terminal reads the computer program code from the computer-readable storage medium, and the processor executes the computer program code, so that the terminal executes the virtual object control method provided in the above various optional implementations.
[0159] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0160] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A virtual object control method, It is characterized in that The method comprises: Displaying a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object is in a hostile relationship with the first virtual object; In response to controlling the first virtual object to enter a sprinting movement state, displaying a virtual interactive prop within a prop display range of the first virtual object, the sprinting movement state indicating that the first virtual object moves at a speed higher than a walking movement speed; In the case where it is detected that the second virtual object launches a virtual flying prop toward the first virtual object, the virtual interactive prop is controlled to resist the virtual flying prop.
2. The method according to claim 1, It is characterized in that An absorption control is displayed in the virtual scene; after the virtual interactive props are displayed within the prop display range of the first virtual object in response to controlling the first virtual object to enter the sprint movement state, the method further includes: When the first virtual object is in the sprinting state, controlling the virtual interactive prop to follow the first virtual object and gradually accumulate energy value; In response to a triggering operation on the absorption control, controlling the first virtual object to absorb the virtual interactive prop; Based on the accumulated energy value, the armor value of the first virtual object is increased.
3. The method according to claim 2, It is characterized in that The step of controlling the virtual interactive prop to follow the first virtual object and gradually accumulate energy value while the first virtual object is in the sprinting movement state includes: When the first virtual object is in the sprinting state, the virtual interactive prop is controlled to follow the first virtual object and gradually increase in size, and the size of the virtual interactive prop is positively correlated with the size of the accumulated energy value.
4. The method according to claim 3, It is characterized in that The step of controlling the virtual interactive prop to follow the first virtual object and gradually increase in size while the first virtual object is in the sprinting state includes: When the first virtual object is in the sprinting movement state, when the accumulated energy value reaches the energy threshold, the virtual interactive prop is kept unchanged, and a new virtual interactive prop is displayed within the prop display range of the first virtual object; Controlling a plurality of virtual interactive props to move along with the first virtual object.
5. The method according to claim 1, It is characterized in that In response to controlling the first virtual object to enter a sprinting movement state, after displaying a virtual interactive prop within a prop display range of the first virtual object, the method further includes: When the first virtual object is in the sprinting state, controlling the virtual interactive prop to follow the first virtual object and gradually accumulate energy value; In response to controlling the first virtual object to exit the sprint movement state, when the second virtual object is not detected within the attack range of the virtual interactive prop, the virtual interactive prop is displayed to interact with the virtual building within the attack range based on the accumulated energy value.
6. The method according to claim 1, It is characterized in that The method further comprises: displaying a plurality of candidate skills in the virtual scene; In response to a selection operation of a target skill from the multiple candidate skills, the target skill is added to a skill list of the first virtual object, and the target skill is used to generate the virtual interactive prop for the first virtual object when the first virtual object enters the sprint movement state.
7. A virtual object control device, It is characterized in that The device comprises: A first display module, configured to display a first virtual object and a second virtual object in a virtual scene, wherein the second virtual object is in a hostile relationship with the first virtual object; a second display module, configured to display a virtual interactive prop within a prop display range of the first virtual object in response to controlling the first virtual object to enter a sprinting movement state, wherein the sprinting movement state indicates that the first virtual object moves at a speed higher than a walking speed; The blocking module is used to control the virtual interactive props to block the virtual flying props when it is detected that the second virtual object launches the virtual flying props toward the first virtual object.
8. A computer device, It is characterized in that The computer device includes a processor and a memory, wherein the memory is used to store at least one computer program, and the at least one computer program is loaded by the processor to execute the virtual object control method according to any one of claims 1 to 6.
9. A computer-readable storage medium, It is characterized in that The computer-readable storage medium is used to store at least one computer program, and the at least one computer program is used to execute the virtual object control method according to any one of claims 1 to 6.
10. A computer program product comprising a computer program, It is characterized in that When the computer program is executed by a processor, the virtual object control method according to any one of claims 1 to 6 is implemented.