Virtual carrier control method and device, electronic equipment and storage medium

By displaying acceleration controls and drift controls in racing games, players only need to drag the acceleration controls to coincide with the drift controls to trigger drift, solving the problem of high difficulty in drift operation in the existing technology and improving the gaming experience and operation accuracy.

CN120242469APending Publication Date: 2025-07-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410009536.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-02
Publication Date
2025-07-04

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Abstract

The invention provides a virtual carrier control method and device, electronic equipment and a storage medium. The method comprises the steps that a virtual scene is displayed, and the virtual scene comprises a virtual carrier, an acceleration control and a drift control; in response to a moving operation for the acceleration control, controlling the acceleration control to move; and controlling the virtual carrier to drift in response to the fact that the acceleration control at least partially coincides with the drift control in the moving process. By means of the method and device, the operation difficulty of the drift operation in the virtual scene can be reduced, and then the game experience of players is improved.
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Description

Technical Field

[0001] This application relates to the technical field of computer human-computer interaction, and particularly to a control method, device, electronic device and storage medium for a virtual vehicle. Background Art

[0002] The display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, the display technology of virtual scenes can realize diverse interactions between virtual objects controlled by users (or players) or artificial intelligence according to actual application requirements, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

[0003] Taking racing games as an example, in existing racing games, the drift operation is relatively difficult. Players usually need to press the direction keys simultaneously and quickly switch the accelerator key and the handbrake key to perform the drift operation, which requires high operation skills and reaction speeds from players. That is to say, players need to use multiple fingers (i.e., at least three fingers) to complete the drift of the virtual vehicle at the same time, resulting in a poor gaming experience for players. Summary of the Invention

[0004] Embodiments of this application provide a control method, device, electronic device, computer-readable storage medium and computer program product for a virtual vehicle, which can reduce the operation difficulty of the drift operation in a virtual scene and thus improve the gaming experience of players.

[0005] The technical solution of the embodiments of this application is implemented as follows:

[0006] Embodiments of this application provide a control method for a virtual vehicle, including:

[0007] Display a virtual scene, where the virtual scene includes a virtual vehicle, an acceleration control, and a drift control;

[0008] In response to a movement operation on the acceleration control, control the acceleration control to move;

[0009] In response to at least partial overlap between the acceleration control and the drift control during the movement of the acceleration control, control the virtual vehicle to drift.

[0010] Embodiments of this application provide a control device for a virtual vehicle, including:

[0011] A display module for displaying a virtual scene, where the virtual scene includes a virtual vehicle, an acceleration control, and a drift control;

[0012] A movement module for controlling the acceleration control to move in response to a movement operation on the acceleration control;

[0013] A control module, configured to control the virtual vehicle to drift in response to at least partial coincidence of the acceleration control with the drift control during movement.

[0014] An embodiment of the present application provides a method for controlling a virtual vehicle, including:

[0015] Displaying a virtual scene, where the virtual scene includes a virtual vehicle and a plurality of direction controls, and the original function of the direction control is to adjust the driving direction of the virtual vehicle;

[0016] Switching the plurality of direction controls into a chute form, and displaying a drift identifier around each of the direction controls, where the drift identifier is used to prompt that the virtual vehicle is controlled to drift by sliding the direction control;

[0017] In response to a sliding operation on a target direction control, controlling the virtual vehicle to drift along the direction indicated by the target direction control, where the target direction control is a selected direction control among the plurality of direction controls.

[0018] In the above solution, the switching the plurality of direction controls into a chute form includes: in response to the virtual vehicle satisfying a drift condition, switching the plurality of direction controls into a chute form.

[0019] In the above solution, the virtual scene further includes an acceleration control; before the response to the virtual vehicle satisfying the drift condition, the method further includes: in response to a click operation on the acceleration control, controlling the virtual vehicle to accelerate; in response to the speed of the virtual vehicle reaching a speed threshold, determining that the virtual vehicle satisfies the drift condition.

[0020] In the above solution, the virtual scene further includes a virtual road; the determining that the virtual vehicle satisfies the drift condition in response to the speed of the virtual vehicle reaching the speed threshold includes: detecting the distance between the virtual vehicle and a bend on the virtual road; in response to the speed of the virtual vehicle reaching the speed threshold and the distance from the bend being less than or equal to a distance threshold, determining that the virtual vehicle satisfies the drift condition.

[0021] In the above solution, the method further includes: determining the speed threshold in the following manner: obtaining attribute parameters of the virtual vehicle and attribute parameters of the road surface on which the virtual vehicle travels in the virtual scene; determining the speed threshold based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface.

[0022] In the above solution, the attribute parameters of the virtual vehicle include: type, weight, and driving mode; the attribute parameters of the road surface include roughness; determining the speed threshold based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface includes: determining the speed threshold based on the type, the weight, the driving mode, and the roughness, where the weight is positively correlated with the speed threshold, and the roughness is negatively correlated with the speed threshold.

[0023] In the above solution, determining the speed threshold based on the type, the weight, the driving mode, and the roughness includes: obtaining a basic threshold that matches the type of the virtual vehicle; adjusting the basic threshold according to the weight of the virtual vehicle to obtain an adjusted basic threshold; adjusting the adjusted basic threshold according to the driving mode of the virtual vehicle to obtain a re-adjusted basic threshold; obtaining a reduction value corresponding to the roughness; using the subtraction result of the re-adjusted basic threshold and the reduction value as the speed threshold.

[0024] In the above solution, the method further includes: in response to the release of the sliding operation, controlling the target direction control to move to the original position, controlling the virtual vehicle to stop drifting, and automatically adjusting the driving direction of the virtual vehicle to the target direction, where the target direction is the driving direction of the virtual vehicle before the drift.

[0025] In the above solution, automatically adjusting the driving direction of the virtual vehicle to the target direction includes: obtaining the target direction of the virtual vehicle; using the angle between the current driving direction of the virtual vehicle and the target direction as the steering angle; automatically adjusting the driving direction of the virtual vehicle to the target direction based on the steering angle.

[0026] In the above solution, the method further includes: in response to a click operation on the target direction control, controlling the virtual vehicle to steer in the direction indicated by the target direction control.

[0027] An embodiment of the present application provides a control device for a virtual vehicle, including:

[0028] A display module, configured to display a virtual scene, where the virtual scene includes a virtual vehicle and a plurality of direction controls, and the original function of the direction control is to adjust the driving direction of the virtual vehicle;

[0029] The display module is further configured to switch the plurality of direction controls into the form of a sliding groove and display a drift identifier around each direction control, where the drift identifier is used to prompt that the virtual vehicle is controlled to drift by sliding the direction control.

[0030] A control module, configured to control the virtual vehicle to drift along the direction indicated by the target direction control in response to a sliding operation on the target direction control, where the target direction control is the selected direction control among the multiple direction controls.

[0031] An embodiment of the present application provides an electronic device, including:

[0032] A memory, configured to store executable instructions;

[0033] A processor, configured to implement the control method of the virtual vehicle provided by the embodiment of the present application when executing the executable instructions stored in the memory.

[0034] An embodiment of the present application provides a computer-readable storage medium, storing computer-executable instructions, which are configured to implement the control method of the virtual vehicle provided by the embodiment of the present application when being executed by a processor.

[0035] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions, which are configured to implement the control method of the virtual vehicle provided by the embodiment of the present application when being executed by a processor.

[0036] The embodiment of the present application has the following beneficial effects:

[0037] The embodiment of the present application provides a simpler and more intuitive vehicle operation method for the virtual vehicle in the virtual scene. The player only needs to drag the acceleration control to the position where the drift control is located, that is, as long as it is detected that the acceleration control and the drift control at least partially overlap, the virtual vehicle can be triggered to drift. In this way, compared with the three-finger operation scheme provided by the related art, the operation steps of the drift operation are greatly simplified, the operation difficulty of the drift operation is reduced, and thus the game experience of the player can be improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] Figure 1 is a schematic structural diagram of a control system 100 of a virtual vehicle provided by an embodiment of the present application;

[0039] Figure 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application;

[0040] Figure 3 is a schematic flowchart of a control method of a virtual vehicle provided by an embodiment of the present application;

[0041] Figure 4 is a schematic flowchart of a control method of a virtual vehicle provided by an embodiment of the present application;

[0042] Figure 5It is a schematic flowchart of the control method of the virtual vehicle provided by the embodiment of the present application;

[0043] Figure 6A and Figure 6B It is a schematic diagram of the application scenario of the control method of the virtual vehicle provided by the embodiment of the present application;

[0044] Figure 7 It is a schematic flowchart of the control method of the virtual vehicle provided by the embodiment of the present application. Detailed implementation manners

[0045] In order to make the objectives, technical solutions, and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limitations on the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.

[0046] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0047] It can be understood that in the embodiments of the present application, when it comes to data related to user information, etc. (such as data related to the virtual vehicle controlled by the player), when the embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions.

[0048] In the following description, the terms "first\second\..." are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first\second\..." can be interchanged with a specific order or sequence when allowed, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.

[0049] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.

[0050] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meanings as those commonly understood by those skilled in the technical field to which this application belongs. The terms used in the embodiments of this application are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0051] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are described, and the nouns and terms involved in the embodiments of this application are applicable to the following explanations.

[0052] 1) Responsive to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more executed operations can be real-time or can have a set delay; without special instructions, there is no limitation on the execution sequence of the multiple executed operations.

[0053] 2) Throttle button: In a game, the throttle button refers to the virtual button that controls the acceleration of a virtual vehicle. When the user presses the throttle button, the virtual vehicle will accelerate.

[0054] 3) Brake button: In a game, the brake button refers to the virtual button that controls the deceleration or stop of a virtual vehicle. When the user presses the brake button, the virtual vehicle will decelerate. When the deceleration reaches zero and the brake button is still held down, it will switch to the reverse state.

[0055] 4) Handbrake button: In a game, the handbrake button refers to the virtual button that controls the emergency stop or sharp turn of a virtual vehicle. Different from the brake button, the function of the handbrake button is more instantaneous and intense, and can make the virtual vehicle quickly change its speed and direction within a short time.

[0056] 5) Drift operation: In a game, the drift operation refers to the action of making the virtual vehicle slide laterally during driving by controlling the throttle button, handbrake button, and direction button of the virtual vehicle to change the driving direction of the virtual vehicle. After changing the direction, it is necessary to quickly release the handbrake operation and then click the throttle button so that the virtual vehicle will not stop but will continue to drive. Drifting can make the virtual vehicle more flexible in passing curves or bypassing obstacles when driving at high speed.

[0057] 6) Handbrake drift operation: The drift operation requires changing the direction of the virtual vehicle quickly while maintaining a certain speed. Compared with the brake button, the handbrake button has a more instantaneous and intense effect, which can make the rear wheels of the virtual vehicle quickly lose traction and the center of gravity shift to the front wheels, thus starting to slide. When using the brake button for drift operation, since the deceleration effect of the brake button is relatively gentle, the ideal drift effect may not be achieved. Therefore, in the drift operation in the game, most use the handbrake function to achieve.

[0058] 7) Direction realignment: It means that after a virtual vehicle performs a steering or drifting operation, the driving direction of the virtual vehicle is adjusted back to the original straight driving state. In real life, when a driver turns a car, they need to adjust the steering wheel back to the middle position to make the car return to the straight driving state, which is direction realignment. In the game, the player needs to click the reverse direction button to assist in direction realignment after controlling the virtual vehicle to drift or turn.

[0059] 8) Virtual scene: It is the scene displayed (or provided) when the application program runs on the terminal device. This scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities, and the user can control the virtual object to move in this virtual scene.

[0060] 9) Virtual vehicle: It refers to the virtual transportation vehicle used to transport virtual objects in the virtual scene, such as including virtual trucks, virtual racing cars, and virtual motorcycles, etc.

[0061] 10) Cloud game: Also known as Gaming on Demand, that is, a game program is deployed in the server, and an instance of the game program (simply referred to as a game instance) is run. The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects the operation implemented by the user in the game screen, it will report it to the game instance running in the server. When receiving the game data of the response operation generated by the game instance, it will repeat the decoding and rendering process, so as to present the change of the game screen according to the user's operation in the page.

[0062] That is to say, cloud game is an online game technology based on cloud computing technology. Cloud game technology enables thin client devices with relatively limited graphics processing and data operation capabilities to run high-quality games. In the cloud game scenario, the game does not run on the user terminal (such as the player's game terminal), but runs on the cloud server, and the cloud server renders the game scene into an audio-video stream and transmits it to the user terminal through the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, and only needs to have basic streaming media playback capabilities and the ability to obtain the player's input instructions and send them to the cloud server.

[0063] Taking a racing game as an example, on the user interface of the game, some virtual buttons are usually set, such as including "throttle" button, "brake" button, "handbrake" button, "left turn" button, "right turn" button, etc. These virtual buttons are usually set at the edge of the screen for the convenience of players to operate. In addition, the game program (or game application) will receive these signals and convert them into operations in the game according to pre-set rules. For example, when the player clicks the "forward" button, the game program will receive this signal and convert it into the "forward" operation in the game. When the speed of the virtual vehicle (such as a virtual racing car) increases, the player can simulate the real driving situation by clicking the "handbrake" button and the "left turn" button, stepping on the brake quickly while turning, so that the center of gravity of the vehicle is further transferred to the front wheels, causing the rear wheels to lose traction and start to slide (i.e., start drifting). After the sliding ends, the player quickly releases the "handbrake" button, clicks the "throttle" button, and turns the steering wheel back to the straight position to enable the virtual vehicle to regain traction without stopping, but continue to accelerate forward continuously.

[0064] However, the applicant found during the implementation of the embodiments of the present application that: in existing racing games, players need to press the direction button and quickly switch the throttle button and the handbrake button simultaneously to achieve drifting, which requires relatively high operation skills and reaction speeds of players. That is to say, players need to use multiple fingers (such as at least three fingers) to complete the operation simultaneously, resulting in a relatively high operation difficulty for the drifting operation. In addition, since players need to operate multiple virtual buttons simultaneously, they may not be able to precisely control the timing of drifting and the triggering timing of the throttle button, resulting in an unsatisfactory drifting effect. At the same time, in racing games, since the drifting operation is mostly triggered by the handbrake button, but the handbrake button can also achieve the function of quickly stopping the vehicle, in many games, the operation of reducing the vehicle speed to zero when the handbrake is quickly braked itself is hidden while retaining the drifting operation button. In addition, in some battle royale games, there is no drifting tutorial for the handbrake button, and players have a certain learning cost and need to be players with a foundation in drifting operations to understand the drifting timing of the handbrake.

[0065] In view of this, the embodiments of the present application provide a control method, device, electronic device, computer-readable storage medium, and computer program product for a virtual vehicle, which can reduce the operation difficulty of the drifting operation in a virtual scene and thus improve the game experience of players. The electronic device provided by the embodiments of the present application will be described below. The electronic device provided by the embodiments of the present application can be implemented as a terminal device (corresponding to a stand-alone game application), or jointly implemented by a terminal device and a server (corresponding to a networked game application). The following takes the joint implementation of the control method for the virtual vehicle provided by the embodiments of the present application by the server and the terminal device as an example for description.

[0066] Before introducing the architecture of the control system of the virtual vehicle provided by the embodiments of the present application, the game modes involved in the embodiments of the present application will be introduced first. For the solution implemented by the cooperation of the terminal device and the server, two game modes are mainly involved, namely the local game mode and the cloud game mode. Among them, the local game mode means that the terminal device and the server cooperate to run the game processing logic. For the operation instructions input by the player in the terminal device, part of them are processed by the terminal device running the game logic, and the other part are processed by the server running the game logic. Moreover, the game logic processing run by the server is often more complex and requires more computing power. The cloud game mode means that the game logic processing is completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio-video stream, and then transmits it to the terminal device through the network for display. That is to say, the terminal device only needs to have the basic ability to play streaming media and the ability to obtain the player's operation instructions and send them to the server.

[0067] Next, the architecture of the control system of the virtual vehicle provided by the embodiments of the present application will be described.

[0068] Exemplarily, refer to Figure 1 , Figure 1 which is a schematic diagram of the architecture of the control system 100 of the virtual vehicle provided by the embodiments of the present application. For an application that supports reducing the operation difficulty of drift operations in a virtual scene and thus improving the player's game experience, as Figure 1 shown, the control system 100 of the virtual vehicle includes: a server 200, a network 300, and a terminal device 400. Among them, the network 300 can be a local area network or a wide area network, or a combination of the two. The terminal device 400 is a terminal device associated with a user (or player). A client 410 is run on the terminal device 400. The client 410 can be various types of clients, such as including a shooting game client, a racing game client, a battle royale game client, and a browser, etc.

[0069] In some embodiments, a virtual scene can be displayed in the human-computer interaction interface of the client 410. Among them, the virtual scene can include a virtual vehicle (such as a virtual racing car), an acceleration control (such as an accelerator button), and a drift control (such as a drift button). Then the client 410 can respond to the player's movement operation on the acceleration control, control the acceleration control to move in the virtual scene. Subsequently, the client 410 can respond to at least partial overlap of the acceleration control and the drift control during the movement, for example, detecting that the overlap degree of the acceleration control and the drift control is greater than or equal to an overlap degree threshold (such as 80%), and control the virtual vehicle to drift. In this way, the operation difficulty of drift operations in the virtual scene is reduced, and the player's game experience is improved.

[0070] It should be noted that the virtual scene in the virtual vehicle control method provided by the embodiments of the present application can be completely output based on the terminal device, or output based on the cooperation of the terminal device and the server. For example, it can completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation and output of the virtual scene. Among them, the types of graphics processing hardware include the central processing unit (CPU, Central Processing Unit) and the graphics processing unit (GPU, Graphics Processing Unit). For example, when forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing, and rendering of the display data. The graphics output hardware outputs video frames that can form a visual perception of the virtual scene. For example, two-dimensional video frames are presented on the display screen of a smart phone, or video frames that achieve a three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception, and taste perception.

[0071] Of course, it can also rely on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the formation of the visual perception of the virtual scene as an example, the server 200 calculates the relevant display data (such as scene data) of the virtual scene and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing, and rendering of the calculation display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, two-dimensional video frames can be presented on the display screen of a smart phone, or video frames that achieve a three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that it can be output through the corresponding hardware of the terminal device 400. For example, a microphone is used to form auditory perception, and a vibrator is used to form tactile perception, etc.

[0072] In some other embodiments, the embodiments of the present application can also be implemented by means of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

[0073] Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool, be used on demand, and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

[0074] For example,Figure 1 The server 200 in can be an independent physical server, a server cluster or a 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, content delivery network (CDN), and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 can be directly or indirectly connected through wired or wireless communication means, which is not limited in the embodiments of the present application.

[0075] In some embodiments, the terminal device or the server can also implement the control method of the virtual vehicle provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions or software instructions. The computer program can be a native program or a software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a racing game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer programs can be application programs, modules or plugins in any form.

[0076] Next, the structure of the electronic device provided by the embodiments of the present application will be further described. Taking the electronic device as the terminal device as an example, see Figure 2 , Figure 2 which is a schematic structural diagram of the electronic device 500 provided by the embodiments of the present application. Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is coupled together through a bus system 540. It can be understood that the bus system 540 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, in Figure 2 all kinds of buses are labeled as the bus system 540.

[0077] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0078] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0079] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.

[0080] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0081] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0082] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0083] A network communication module 552, for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB);

[0084] A presentation module 553 for enabling presentation of information (e.g., a user interface for operating a peripheral device and displaying content and information) via one or more output devices 531 associated with the user interface 530 (e.g., a display screen, a speaker, etc.);

[0085] An input processing module 554 for detecting and translating one or more user inputs or interactions from one of one or more input devices 532.

[0086] In some embodiments, the device provided by the embodiments of the present application may be implemented in software. Figure 2 Shown is a control device 555 of a virtual vehicle stored in the memory 550, which may be software in the form of a program and a plug-in, etc., including the following software modules: a display module 5551, a movement module 5552, a control module 5553, a playback module 5554, and a determination module 5555. These modules are logical, and thus can be arbitrarily combined or further split according to the implemented functions. It should be noted that, Figure 2 For the convenience of expression, all the above modules are shown at once, but it should not be regarded as excluding embodiments that may only include the display module 5551, the movement module 5552, and the control module 5553, or embodiments that may only include the display module 5551 and the control module 5553 in the control device 555 of the virtual vehicle. The functions of each module will be described below.

[0087] The control method of the virtual vehicle provided by the embodiments of the present application will be specifically described below in combination with the exemplary applications and implementations of the terminal device provided by the embodiments of the present application.

[0088] Exemplarily, referring to Figure 3 , Figure 3 is a schematic flowchart of the control method of the virtual vehicle provided by the embodiments of the present application, and will be described in combination with Figure 3 the steps shown.

[0089] It should be noted that, Figure 3 the method shown can be executed by various forms of computer programs running on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet described above. Therefore, the example of the client in the following should not be regarded as a limitation to the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client running on the terminal device will not be specifically distinguished in the following.

[0090] In step 101, display a virtual scene.

[0091] Here, the virtual scene may include virtual vehicles (such as virtual racing cars, virtual trucks, etc.), acceleration controls (such as throttle buttons), and drift controls (such as drift buttons).

[0092] In some embodiments, taking the client as a racing game client as an example, a virtual scene may be displayed in the human-computer interaction interface of the client. Among them, the virtual scene may include a first virtual object (such as game character A controlled by the current player), a virtual vehicle (such as a virtual racing car), a throttle button, a deviation button, a get-on button, etc. When a click operation of the player on the get-on button is received, the first virtual object can be controlled to enter the virtual vehicle. Of course, it is also possible to control the first virtual object to automatically enter the virtual vehicle when it is detected that the distance between the first virtual object and the virtual vehicle is less than a distance threshold. The embodiments of the present application do not make specific limitations on this. In addition, after it is detected that the first virtual object enters the virtual vehicle, a get-off button can be displayed in the virtual scene, and the player can control the first virtual object to leave the virtual vehicle by clicking the get-off button.

[0093] In some other embodiments, the virtual scene may be displayed in the first-person perspective in the human-computer interaction interface of the client (such as playing the virtual object in the game from the perspective of the current player himself); it may also be displayed in the third-person perspective (such as the player chasing the virtual object in the game to play); it may also be displayed in a bird's-eye view; among them, any switching can be performed between the above different perspectives.

[0094] As an example, the first virtual object may be a virtual object controlled by the current player in the game. Of course, the virtual scene may also include other virtual objects, such as virtual objects that can be controlled by other users or controlled by a robot program. The first virtual object can be assigned to any one of multiple teams. The teams may be in a hostile relationship or a cooperative relationship, and the teams in the virtual scene may include one or all of the above relationships.

[0095] Taking the display of the virtual scene in the first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface may include: determining the field-of-view area of the first virtual object according to the viewing position and field-of-view angle of the first virtual object in the complete virtual scene, and presenting the part of the virtual scene in the field-of-view area in the complete virtual scene, that is, the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the viewing perspective that can give the user the most impact, in this way, an immersive perception of the user being on the scene during the operation can be achieved.

[0096] Taking the display of a virtual scene from an aerial perspective as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on the panoramic virtual scene, presenting a partial virtual scene corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. In this way, the operability during the operation by the user can be improved, and thus the efficiency of human-computer interaction can be improved. In addition, switching between the above different perspectives can also be performed. For example, assuming that the virtual scene is currently displayed from the first-person perspective, when a perspective switching operation triggered by the player is received, the first-person perspective can be switched to the aerial perspective.

[0097] In some other embodiments, when it is detected that the virtual vehicle meets the drifting condition, a flashing guiding identifier may be displayed around the drifting control, where the guiding identifier is used to guide the player to move the acceleration control to the position where the drifting control is located to trigger the drifting function.

[0098] In some embodiments, when it is detected that the virtual vehicle meets the drifting condition, a diffusing animation effect may also be played on the drifting control, where the animation effect is used to guide the player to move the acceleration control to the position where the drifting control is located to trigger the drifting function.

[0099] In some other embodiments, when it is detected that the virtual vehicle meets the drifting condition, a prompt sound for guiding the player to move the acceleration control to the position where the drifting control is located may also be played, where the playing rate of the prompt sound may be positively correlated with the number of times the prompt sound has been played, that is, the playing rate of the prompt sound may be getting faster and faster.

[0100] It should be noted that the display of the guiding identifier, the playing of the animation effect, and the playing of the prompt sound may be executed simultaneously, or alternatively, or only a part of them may be executed. The embodiments of the present application do not make specific limitations on this.

[0101] In step 102, in response to a movement operation on the acceleration control, control the acceleration control to move.

[0102] In some embodiments, a braking control (such as a handbrake button) may also be displayed in the virtual scene, where the drifting control may be obtained by switching the braking control. Then refer to Figure 4 , Figure 4 is a schematic flowchart of the control method of the virtual vehicle provided by the embodiments of the present application. As Figure 4 shown, before executing Figure 3 the step 102 shown, Figure 4 the step 104 shown may also be executed, which will be described in combination with Figure 4 the steps shown.

[0103] In step 104, in response to the virtual vehicle satisfying the drifting condition, the braking control is switched to a drifting control.

[0104] In some embodiments, after switching the braking control to a drifting control, the following processing may further be performed: a flashing guiding identifier (such as a guiding arrow) is displayed around the drifting control, where the guiding identifier is used to guide the player to move the acceleration control to the position where the drifting control is located.

[0105] Exemplarily, taking the braking control as the handbrake button, when it is detected that the virtual vehicle satisfies the drifting condition, for example, when it is detected that the current speed of the virtual vehicle reaches the speed threshold for drifting, the handbrake button may be switched to a drifting button, and a flashing guiding arrow is displayed around the drifting button (such as the upper left corner) to guide the player to drag the throttle button to the position where the drifting button is located, thereby triggering the drifting function.

[0106] It should be noted that the display position of the guiding identifier may be determined according to the relative position relationship between the acceleration control and the drifting control. For example, when the acceleration control is located in the upper left corner of the drifting control, a flashing indication identifier may be displayed in the upper left corner of the drifting control. In addition, in addition to using the guiding arrow to remind the player, the player may also be reminded in a text manner, and the embodiments of the present application do not make specific limitations on this.

[0107] In other embodiments, after switching the braking control to a drifting control, the following processing may further be performed: a diffusing animation effect is played on the drifting control, where the animation effect is used to guide the player to move the acceleration control to the position where the drifting control is located.

[0108] Exemplarily, taking the braking control as the handbrake button, when it is detected that the virtual vehicle satisfies the drifting condition, for example, when it is detected that the current speed of the virtual vehicle reaches the speed threshold for drifting, the handbrake button may be switched to a drifting button, and a diffusing animation effect is played on the drifting button to guide the player to drag the throttle button to the position where the drifting button is located, thereby triggering the drifting function. In addition, when the number of times the animation effect is played is multiple times, the playing rate of the animation effect may be faster and faster.

[0109] In some embodiments, after switching the braking control to a drifting control, the following processing may further be performed: a prompt sound for guiding the player to move the acceleration control to the position where the drifting control is located is played, such as "Please drag the throttle button to the position where the drifting button is located to trigger the drifting function", where the playing rate of the prompt sound is positively correlated with the number of times the prompt sound has been played, that is, the playing rate of the prompt sound may be faster and faster.

[0110] Exemplarily, taking the braking control as the handbrake button as an example, when it is detected that the virtual vehicle meets the drifting condition, for example, when it is detected that the current speed of the virtual vehicle reaches the speed threshold for drifting, the handbrake button can be switched to a drift button. At the same time, a prompt sound can be played to guide the player to drag the throttle button to the position where the drift button is located to trigger the drift function, and the playing speed of the prompt sound can be getting faster and faster.

[0111] It should be noted that the display of a flashing guiding identifier around the drift control, the playing of a spreading animation effect on the drift control, and the playing of a prompt sound can be executed simultaneously, can be executed singly, or can be executed only in part. The embodiments of the present application do not make specific limitations on this.

[0112] In some embodiments, the braking control can include a first braking control (such as a handbrake button) and a second braking control (such as a brake button). Among them, the braking parameter (such as braking force) of the first braking control is greater than that of the second braking control. Then, the above step 104 can be implemented in the following manner: in response to the virtual vehicle meeting the drifting condition, switch the first braking control to a drift control.

[0113] Exemplarily, taking the first braking control as the handbrake button and the second braking control as the brake button as an example, when it is detected that the virtual vehicle meets the drifting condition, for example, when it is detected that the current speed of the virtual vehicle reaches the speed threshold for drifting, the handbrake button can be switched to a drift button.

[0114] In some other embodiments, the virtual scene can further include a plurality of direction controls. Among them, the original function of the direction control is to adjust the driving direction of the virtual vehicle. For example, the left-turn button is used to control the virtual vehicle to turn left. Then, when it is detected that the virtual vehicle meets the drifting condition, the following processing can also be performed: switch the plurality of direction controls to the form of a chute, and display a drift identifier around each direction control, where the drift identifier is used to prompt the player that the virtual vehicle can be controlled to drift by sliding the direction control; in response to a sliding operation on the target direction control, control the virtual vehicle to drift along the direction indicated by the target direction control, where the target direction control is the selected direction control among the plurality of direction controls. That is to say, in addition to triggering the drift function by dragging the acceleration control to the position where the drift control is located, the player can also trigger the drift function by sliding the direction control.

[0115] In some embodiments, before responding to the virtual vehicle meeting the drifting condition, the following processing can also be performed: in response to a click operation (or a long-press operation) on the acceleration control, control the virtual vehicle to accelerate; in response to the speed of the virtual vehicle reaching the speed threshold, determine that the virtual vehicle meets the drifting condition.

[0116] For example, taking the acceleration control as the throttle button, when receiving a click operation or a long - press operation from the player on the throttle button, the virtual vehicle can be controlled to accelerate forward; during the movement of the virtual vehicle, the speed of the virtual vehicle can also be detected in real - time. For example, the current speed of the virtual vehicle can be obtained by reading the speed attribute of the vehicle object, and the speed of the virtual vehicle is compared with the speed threshold for drifting. When it is detected that the speed of the virtual vehicle is greater than or equal to the speed threshold, it can be determined that the virtual vehicle meets the drifting condition.

[0117] In some other embodiments, following the above example, the virtual scene may further include a virtual road. Then, the above - mentioned determination that the virtual vehicle meets the drifting condition in response to the speed of the virtual vehicle reaching the speed threshold can be achieved in the following way: detecting the distance between the virtual vehicle and a curve on the virtual road (or an obstacle in the virtual scene); in response to the speed of the virtual vehicle reaching the speed threshold and the distance between the virtual vehicle and the curve (or the obstacle) being less than or equal to the distance threshold, determining that the virtual vehicle meets the drifting condition.

[0118] For example, taking the virtual vehicle as a virtual racing car, the distance between the virtual racing car and a curve on the virtual road can be detected every set time period (e.g., 5 seconds). Subsequently, when it is detected that the speed of the virtual racing car reaches (i.e., is greater than or equal to) the speed threshold for drifting and the distance between the virtual racing car and the curve is less than or equal to the distance threshold, it can be determined that the virtual racing car meets the drifting condition. At this time, the handbrake button can be switched to a drift button, and guiding information can be displayed to prompt the player to drag the throttle button to the position where the drift button is located, thereby triggering the drift function, that is, prompting the player that they can control the virtual racing car to pass through the curve or the obstacle in a drifting manner at this time.

[0119] In some embodiments, the above - mentioned speed threshold can be determined in the following way: obtaining the attribute parameters of the virtual vehicle and the attribute parameters of the road surface on which the virtual vehicle travels in the virtual scene; determining the speed threshold based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface.

[0120] For example, the attribute parameters of the virtual vehicle may include: the type of the virtual vehicle, the weight of the virtual vehicle, the driving mode of the virtual vehicle (e.g., including front - wheel drive, rear - wheel drive, and four - wheel drive, etc.); the attribute parameters of the road surface may include roughness. Then, the above - mentioned determination of the speed threshold based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface can be achieved in the following way: determining the speed threshold based on the type, weight, driving mode of the virtual vehicle, and the roughness of the road surface, where the speed threshold is positively correlated with the weight of the virtual vehicle and negatively correlated with the roughness of the road surface.

[0121] For example, the above-mentioned speed threshold can be determined based on the type, weight, driving mode of the virtual vehicle, and the roughness of the road surface in the following way: First, obtain the base threshold that matches the type of the virtual vehicle. Among them, the base thresholds corresponding to different types of virtual vehicles can be different. For example, assume that the base threshold for a virtual racing car is 100 km / h, and the base threshold for a virtual truck is 80 km / h. Then, the base threshold can be adjusted according to the weight of the virtual vehicle to obtain the adjusted base threshold. For example, assume that the reference weight is 1000 kg, and for every 100 kg increase in the weight of the virtual vehicle compared to the reference weight, the base threshold increases by 1 km / h. Subsequently, the adjusted base threshold can be further adjusted according to the driving mode of the virtual vehicle to obtain the re-adjusted base threshold. Among them, the adjustment values corresponding to different types of driving modes are different. For example, assume that when the driving mode of the virtual vehicle is front-wheel drive, 5 km / h can be added to the adjusted base threshold; when the driving mode of the virtual vehicle is rear-wheel drive, 2 km / h can be added to the adjusted base threshold; when the driving mode of the virtual vehicle is four-wheel drive, the adjustment value is between that of front-wheel drive and rear-wheel drive, for example, it can be 3 km / h. Finally, a reduction value corresponding to the roughness can be obtained. For example, a function can be set that receives the roughness of the road surface as an input parameter and returns a reduction value. Among them, the reduction value is positively correlated with the roughness, and the subtraction result of the re-adjusted base threshold and the reduction value can be used as the speed threshold at which the virtual vehicle can drift.

[0122] In step 103, in response to the acceleration control being at least partially coincident with the drift control during movement, control the virtual vehicle to drift.

[0123] Here, at least partially coincident means that the coincidence degree of the acceleration control and the drift control is greater than the coincidence degree threshold. That is to say, when it is detected that the player drags the acceleration control to be at least partially coincident with the drift control, the drift function can be triggered to control the virtual vehicle to drift.

[0124] In some embodiments, the virtual scene may further include a plurality of direction controls. For example, it may include a left-turn button and a right-turn button. Then, the above-mentioned control of the virtual vehicle to drift can be achieved in the following way: In response to a click operation on the target direction control, control the virtual vehicle to drift along the direction indicated by the target direction control, where the target direction control is the selected direction control among the plurality of direction controls.

[0125] Exemplarily, taking multiple direction controls as the left turn button and the right turn button as an example, when a click operation of the player on the left turn button is received, the virtual vehicle can be controlled to drift to the left. For example, the player can use the left hand to drag the throttle button to the position where the drift button is located, and at the same time, the player can use the right hand to click the left turn button. At this time, the virtual vehicle can drift to the left. That is to say, during the drifting process of the virtual vehicle, the player can control the drifting direction of the virtual vehicle by clicking the direction control.

[0126] In some other embodiments, after performing Figure 3 the step 103 shown, the following processing can also be performed: in response to the degree of coincidence between the acceleration control and the drift control during movement being less than the coincidence degree threshold, controlling the virtual vehicle to stop drifting, and automatically adjusting the driving direction of the virtual vehicle to the target direction (i.e., performing the automatic straightening function), where the target direction is the driving direction of the virtual vehicle before drifting.

[0127] Exemplarily, taking the acceleration control as the throttle button as an example, when the player drags the throttle button away from the drift button, the drift function fails. At this time, the virtual vehicle will stop drifting, and at the same time, the automatic straightening function can also be performed. In addition, the throttle function will be triggered separately, that is, after the virtual vehicle finishes drifting, it will continue to accelerate forward, so that the speed of the virtual vehicle is seamlessly increased.

[0128] In some embodiments, following the above example, the above-mentioned automatic adjustment of the driving direction of the virtual vehicle to the target direction can be achieved in the following manner: obtaining the target direction of the virtual vehicle; taking the angle between the current driving direction and the target direction of the virtual vehicle as the steering angle; and automatically adjusting the driving direction of the virtual vehicle to the target direction based on the steering angle.

[0129] Exemplarily, taking the virtual vehicle as a virtual racing car as an example, the target direction of the virtual racing car can be obtained first, that is, the driving direction of the virtual racing car before drifting. For example, the target direction can be obtained through the speed vector of the virtual racing car. Then, the difference between the current driving direction and the target direction of the virtual racing car (i.e., the direction difference) needs to be calculated. For example, this can be achieved by calculating the angle between these two direction vectors. Subsequently, the steering angle of the virtual racing car can be calculated based on the direction difference, where the steering angle is positively correlated with the direction difference, that is, the larger the direction difference, the larger the steering angle. Finally, the calculated steering angle can be applied to the virtual racing car. For example, this can be achieved by adjusting the angle of the steering wheel of the virtual racing car or changing the direction vector of the virtual racing car.

[0130] Next, continue to describe Figure 5 the control method of the virtual vehicle provided by the embodiments of the present application.

[0131] Exemplarily, refer toFigure 5 , Figure 5 is a schematic flowchart of the control method for a virtual vehicle provided by an embodiment of this application, which will be described in conjunction with the steps shown in Figure 5 .

[0132] In step 201, a virtual scene is displayed.

[0133] Here, the virtual scene may include a virtual vehicle (such as a virtual racing car) and a plurality of direction controls (such as including a left-turn button and a right-turn button). Among them, the original function of the direction control is to adjust the driving direction of the virtual vehicle.

[0134] In step 202, the plurality of direction controls are switched to the form of sliding grooves, and drift identifiers are displayed around each direction control.

[0135] Here, the drift identifier is used to prompt the player that they can control the virtual vehicle to drift by sliding the direction control.

[0136] In some embodiments, when it is detected that the virtual vehicle meets the drift condition, for example, when it is detected that the current speed of the virtual vehicle reaches the speed threshold for drifting, the plurality of direction controls can be switched to the form of sliding grooves, and corresponding drift identifiers (such as the text "Drift" can be displayed) are displayed around each direction control (such as below).

[0137] It should be noted that the determination method of the speed threshold here is the same as the method for determining the speed threshold in step 104 above, and the embodiments of this application will not elaborate here.

[0138] In step 203, in response to a sliding operation on a target direction control, the virtual vehicle is controlled to drift in the direction indicated by the target direction control.

[0139] Here, the target direction control is the selected direction control among the plurality of direction controls.

[0140] In some embodiments, taking the target direction control as the left-turn button as an example, when a sliding operation of the player on the left-turn button is received, for example, assuming that it is detected that the player slides the left-turn button downward, the drift function can be triggered, for example, the virtual vehicle can be controlled to drift to the left.

[0141] In some other embodiments, after performing the steps shown in Figure 5 203, the following processing can also be performed: in response to the release of the sliding operation, the target direction control is controlled to move to its original position, the virtual vehicle is controlled to stop drifting, and the driving direction of the virtual vehicle is automatically adjusted to the target direction, where the target direction is the driving direction of the virtual vehicle before drifting.

[0142] Exemplarily, taking the target direction control as the left turn button as an example, when it is detected that the player releases the hand, the left turn button can automatically return to the original position, and at the same time, the drifting function fails. For example, the virtual vehicle can be controlled to stop drifting, and the virtual vehicle can be triggered to execute the automatic straightening function.

[0143] In some embodiments, the following processing can also be performed: in response to a click operation on the target direction control, control the virtual vehicle to turn in the direction indicated by the target direction control.

[0144] Exemplarily, taking the target direction control as the left turn button as an example, when a click operation of the player on the left turn button is received, the virtual vehicle can be controlled to turn left. That is to say, the click operation on the left turn button does not trigger the drifting function.

[0145] The embodiment of the present application provides a simpler and more intuitive vehicle operation method for the virtual vehicle in the virtual scene. The player only needs to drag the acceleration control to the position where the drifting control is located, that is, as long as it is detected that the acceleration control and the drifting control at least partially overlap, the virtual vehicle can be triggered to drift. Thus, compared with the three-finger operation scheme provided by the related art, the operation steps of the drifting operation are greatly simplified, the operation difficulty of the drifting operation is reduced, and thus the game experience of the player can be improved.

[0146] Next, an exemplary application of the embodiment of the present application in an actual application scenario will be described.

[0147] In the existing racing games, the player can use the left hand to control the throttle button, the brake button and the handbrake button, and use the right hand to control the direction button. If the player wants to achieve drifting, the throttle button, the handbrake button and the direction button need to be pressed simultaneously, which requires three fingers to operate at the same time and has relatively high requirements for the player's operation skills and reaction speed.

[0148] In view of this, the embodiments of the present application provide a control method for a virtual vehicle, which provides a simpler and more intuitive vehicle operation method, enabling players to more easily perform advanced driving operations such as drifting. Specifically, when a player uses the throttle button (corresponding to the acceleration control mentioned above), they can directly drag the throttle button to achieve a combined operation, and the handbrake button (corresponding to the braking control mentioned above) will automatically switch to a drift button (corresponding to the drift control mentioned above) for prompting when the player drags the throttle button. In this operation mode, the throttle operation is still being executed, but the handbrake operation takes precedence. Therefore, when the player drags the throttle button to the position of the drift button (where the drift button is obtained by switching the handbrake button, so they are in the same position), the virtual vehicle will immediately generate a drifting behavior. When the throttle button leaves the position of the drift button, the throttle button can be triggered independently, so the speed of the virtual vehicle will seamlessly increase. It can be seen that the operation method provided by the embodiments of the present application not only simplifies the drifting operation, reduces the operation difficulty, but also makes the drifting operation more fluent, improving the gaming experience. At the same time, this operation method can also be applied to other similar vehicle operations, improving the versatility and practicality of the technical solution provided by the embodiments of the present application.

[0149] The following specifically describes the control method for the virtual vehicle provided by the embodiments of the present application.

[0150] In some embodiments, when the game starts, the player can drive the virtual vehicle. When a click operation on the throttle button is received by the virtual vehicle, it will continuously accelerate and move forward. When the speed of the virtual vehicle reaches the speed threshold for drifting, the handbrake button will be switched to a drift button and dynamic guidance will be added. When the player drags the throttle button to coincide with the drift button, at this time the game will give priority to the handbrake operation, so the virtual vehicle will generate a drifting behavior. When drifting, the direction of the virtual vehicle will remain in the direction controlled by the player through the direction button. When the player drags the throttle button away from the drift button, the drifting function ends. While the virtual vehicle automatically returns to the straight direction, the game will continue to execute the throttle operation, enabling the speed of the virtual vehicle to seamlessly increase.

[0151] For example, refer to Figure 6A , Figure 6A which is a schematic diagram of the application scenario of the control method for the virtual vehicle provided by the embodiments of the present application. As Figure 6AAs shown, a virtual vehicle 602 (such as a virtual racing car) is displayed in the virtual scene 601, and an accelerator button 603 and a handbrake button 604 can also be displayed in the virtual scene 601. When a long press operation (or click operation) of the player on the accelerator button 603 is received, the virtual vehicle 602 can be controlled to accelerate forward. When the speed of the virtual vehicle 602 reaches the speed threshold for drifting (i.e., the drifting condition is met), the handbrake button 604 can be switched to a drift button 605. At the same time, a flashing guiding arrow 606 can be displayed in the upper left corner of the drift button 605, and a spreading animation effect 607 can be played on the drift button 605 to guide the player to drag the accelerator button 603 to the position where the drift button 605 is located. When it is detected that the player drags the accelerator button 603 to the position where the drift button 605 is located (i.e., the overlapping degree of the accelerator button 603 and the drift button 605 is greater than the overlapping degree threshold, such as 90%), the drifting function can be enabled to control the virtual vehicle 602 to drift. During the drifting of the virtual vehicle 602, the player can also control the drifting direction of the virtual vehicle 602 through the direction buttons. For example, when a click operation of the player on the left turn button 608 displayed in the virtual scene 601 is received, the virtual vehicle 602 can be controlled to drift to the left. Subsequently, when it is detected that the player drags the accelerator button 603 away from the drift button 605 (i.e., the overlapping degree of the accelerator button 603 and the drift button 605 is less than the overlapping degree threshold), the accelerator effect takes effect, and the virtual vehicle 602 is controlled to continue accelerating.

[0152] In some other embodiments, when the speed of the virtual vehicle reaches the speed threshold for drifting, a drifting reminder can also be given. For example, the left and right direction buttons can be changed into a sliding groove form, and the player can trigger the drifting function in the corresponding direction by sliding the direction buttons. Specifically, when the game starts, the player can drive the virtual vehicle. When a click operation of the player on the accelerator button is received, the virtual vehicle will continuously accelerate and move forward. When it is detected that the speed of the virtual vehicle reaches the speed threshold for drifting, the left and right direction buttons can be switched to a slidable form and a drifting reminder is made. When the player drags the direction button downward, the drifting function in the corresponding direction can be triggered. When the player releases the direction button, the direction button will pop out to its original position, and the virtual vehicle performs an automatic straightening function. In addition, when the player directly clicks the direction button, an operation for adjusting the left and right directions will be performed separately, and the drifting operation will not be triggered.

[0153] Exemplarily, refer to Figure 6B , Figure 6B is a schematic diagram of the application scenario of the control method of the virtual vehicle provided by the embodiment of the present application. As Figure 6BAs shown, a virtual vehicle 602 (such as a virtual racing car) is displayed in the virtual scene 601. In addition, an accelerator button 603, a left turn button 608, and a right turn button 609 can also be displayed in the virtual scene 601. When a long press operation (or click operation) of the player on the accelerator button 603 is received, the virtual vehicle 602 can be controlled to accelerate forward. When it is detected that the speed of the virtual vehicle 602 reaches the speed threshold for drifting, the left turn button 608 and the right turn button 609 can be switched to the form of sliders, and at the same time, a drift identifier can be displayed below these two direction buttons to remind the player that they can perform a drift operation by sliding the direction buttons. When a sliding operation of the player on the left turn button 608 is received, for example, assuming that it is detected that the player slides the left turn button 608 downward, the virtual vehicle 602 can be controlled to drift to the left. Subsequently, when it is detected that the player releases the hand, the left turn button 608 will return to the original position. At this time, the drift function fails, and the virtual vehicle 602 will stop drifting to the left. In addition, it should be noted that if the player only clicks the left turn button 608, the drift function will not be triggered, and at this time, the driving direction of the virtual vehicle 602 will shift to the left.

[0154] Continue to combine with Figure 7 to describe the control method of the virtual vehicle provided in the embodiment of the present application.

[0155] For example, refer to Figure 7 , Figure 7 which is a schematic flowchart of the control method of the virtual vehicle provided in the embodiment of the present application, and will be described in combination with Figure 7 the steps shown.

[0156] In step 301, in response to a click operation on the accelerator button, control the virtual vehicle to accelerate forward.

[0157] In some embodiments, during the game initialization stage or during the game operation, the attribute parameters of the virtual vehicle can be preset, such as including but not limited to the type, weight, and driving mode of the virtual vehicle. At the same time, the attribute parameters of the road surface in the game scene can also be set, such as the roughness of the road surface. These attribute parameters can be used as member variables of the vehicle object and the road object. In addition, in the main loop of the game, the current speed of the virtual vehicle can be obtained first, for example, by reading the speed attribute of the vehicle object.

[0158] In step 302, calculate the drift speed threshold.

[0159] In some embodiments, the speed threshold at which a virtual vehicle can drift can be calculated based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface. For example, this can be achieved through a specific function that receives the attribute parameters of the virtual vehicle and the attribute parameters of the road surface as input parameters and returns a speed threshold. The specific calculation process of the speed threshold is as follows: First, a base threshold can be set according to the type of the virtual vehicle. For example, the base threshold for a virtual racing car can be set as A, and the base threshold for a virtual truck can be set as B, that is, different base thresholds can be configured for different types of virtual vehicles. Then, the type of the virtual vehicle is substituted into the weight, drive mode, and the roughness of the road surface to calculate the speed threshold at which the virtual vehicle can drift.

[0160] For example, after obtaining the corresponding base threshold according to the type of the virtual vehicle, the base threshold can be adjusted according to the weight of the virtual vehicle. For example, a function can be set that receives the weight of the virtual vehicle as an input parameter and returns an increment value. For example, it can be set that for every 1000 kg increase, the threshold increases by 10, and then this increment value can be added to the base threshold. Then, the base threshold can be further adjusted according to the drive mode of the virtual vehicle. For example, the adjustment value for a front-wheel drive virtual vehicle can be set as N, the adjustment value for a rear-wheel drive virtual vehicle can be set as N - X, where X can be adjusted to a value lower than that of the front-wheel drive virtual vehicle, and the adjustment value for a four-wheel drive virtual vehicle can be between the two. Then, this adjustment value can be added to the base threshold. Finally, the base threshold after being readjusted can be reduced according to the roughness of the road surface. For example, a function can be set that receives the roughness of the road surface as an input parameter and returns a reduction value. For example, it can be set that for every 1 increase in roughness, the base threshold after being readjusted is reduced by 5, and then this reduction value can be subtracted from the base threshold after being readjusted to obtain the speed threshold at which the virtual vehicle can drift (abbreviated as the drift speed threshold).

[0161] In step 303, it is judged whether the current vehicle speed is greater than the drift speed threshold. If not, step 304 is executed; if so, step 305 is executed.

[0162] In step 304, the handbrake button is kept displayed and the process transfers to execute step 303.

[0163] In step 305, the handbrake button is switched to a drift button.

[0164] In some embodiments, after calculating the speed threshold at which the virtual vehicle can drift, the current speed of the virtual vehicle can be compared with the calculated speed threshold for drifting. If the current speed of the virtual vehicle is greater than or equal to the speed threshold, it is considered that the virtual vehicle can drift. At this time, the handbrake button can be switched to a drift button for drift prompting; otherwise, this prompt can be hidden.

[0165] In step 306, an arrow guide is displayed on the drift button and an animation effect of diffusion is played.

[0166] In step 307, it is judged whether the throttle button overlaps with the drift button. If not, step 308 is executed; if so, step 309 is executed.

[0167] In step 308, the throttle function is maintained and step 307 is executed.

[0168] In step 309, the handbrake function is preferentially executed while maintaining the throttle function.

[0169] In some embodiments, when it is detected that the throttle button overlaps with the drift button (for example, the overlapping degree is greater than the overlapping degree threshold, such as 90%), the game program will trigger the handbrake function on the basis of maintaining the trigger of the throttle function, and the priority of the handbrake function is higher than that of the throttle function. Therefore, the virtual vehicle can achieve the drift effect of rear-wheel braking.

[0170] In step 310, it is judged whether the throttle button leaves the drift button. If not, step 309 is executed; if so, step 311 is executed.

[0171] In step 311, the automatic alignment function of the virtual vehicle is executed.

[0172] In step 312, it is judged whether the throttle button is clicked or long-pressed. If so, step 313 is executed; if not, step 314 is executed.

[0173] In step 313, the throttle function is executed to control the virtual vehicle to accelerate forward.

[0174] In some embodiments, when it is detected that the player long-presses and drags the throttle button away from the drift button (that is, the throttle button does not overlap with the drift button), the game program will trigger the automatic alignment function, and the assisted drift function ends (that is, the virtual vehicle stops drifting), and at the same time, the throttle function is executed to control the virtual vehicle to accelerate forward.

[0175] In step 314, the process ends.

[0176] In summary, the technical solutions provided by the embodiments of the present application have the following beneficial effects:

[0177] 1) Simplified operation: Players only need to drag the throttle button to the position of the drift button to simultaneously trigger the throttle and handbrake operations, thus achieving a drift. This greatly simplifies the steps of the drift operation, reducing it from at least a three-finger operation to a two-finger operation before, and lowering the operation difficulty;

[0178] 2) Improved control accuracy: Since the throttle and handbrake operations can be achieved through the same operation, players can more precisely control the timing of the drift and quickly switch between the drift operation and the throttle acceleration operation;

[0179] 3) Clearer drift guidance: Through dynamic judgment, when the speed of the virtual vehicle reaches the driftable condition, drift guidance is provided;

[0180] 4) Seamless speed increase: When the throttle button leaves the position of the drift button, the throttle button can be triggered separately, so the speed of the virtual vehicle will increase seamlessly, which provides a smoother gaming experience for players.

[0181] That is to say, the technical solution provided by the embodiments of the present application automatically detects the driftable state of the virtual vehicle through a program and provides timely drift prompts. And players can use one finger to quickly switch between the throttle button and the drift button. After the drift behavior ends, the embodiments of the present application also add a function of automatically straightening the direction, which simplifies the operation of players, improves the accuracy of the drift, and makes the gaming experience more smooth and realistic. At the same time, the seamless speed increase after the throttle button leaves the drift button also enhances the coherence of the game and enables more advanced vehicle driving operations.

[0182] Next, continue to describe the exemplary structure of the control device 555 of the virtual vehicle provided by the embodiments of the present application as a software module. In some embodiments, as Figure 2 shown, the software module stored in the control device 555 of the virtual vehicle in the memory 550 may include: a display module 5551, a movement module 5552, and a control module 5553.

[0183] The display module 5551 is used to display a virtual scene, where the virtual scene includes a virtual vehicle, an acceleration control, and a drift control; the movement module 5552 is used to control the acceleration control to move in response to a movement operation on the acceleration control; the control module 5553 is used to control the virtual vehicle to drift in response to at least partial overlap of the acceleration control with the drift control during the movement.

[0184] In some embodiments, the virtual scene further includes a braking control, and the display module 5551 is further used to switch the braking control to a drift control in response to the virtual vehicle meeting the drift condition.

[0185] In some embodiments, the display module 5551 is further configured to display a flashing guiding identifier around the drift control, where the guiding identifier is used to guide the acceleration control to move to the position where the drift control is located.

[0186] In some embodiments, the control device 555 of the virtual vehicle further includes a playback module 5554, which is configured to play a diffusing animation effect on the drift control, where the animation effect is used to guide the acceleration control to move to the position where the drift control is located.

[0187] In some embodiments, the playback module 5554 is further configured to play a prompt sound for guiding the acceleration control to move to the position where the drift control is located, where the playback rate of the prompt sound is positively correlated with the number of times the prompt sound has been played.

[0188] In some embodiments, the braking control includes a first braking control and a second braking control, where the braking parameter of the first braking control is greater than that of the second braking control; the display module 5551 is further configured to switch the first braking control to the drift control in response to the virtual vehicle satisfying the drift condition.

[0189] In some embodiments, the control module 5553 is further configured to control the virtual vehicle to accelerate in response to a click operation on the acceleration control; the control device 555 of the virtual vehicle further includes a determination module 5555, which is configured to determine that the virtual vehicle satisfies the drift condition in response to the speed of the virtual vehicle reaching the speed threshold.

[0190] In some embodiments, the virtual scene further includes a virtual road; the determination module 5555 is further configured to detect the distance between the virtual vehicle and a curve on the virtual road; and determine that the virtual vehicle satisfies the drift condition in response to the speed of the virtual vehicle reaching the speed threshold and the distance from the curve being less than or equal to the distance threshold.

[0191] In some embodiments, the determination module 5555 is further configured to determine the speed threshold in the following manner: obtain the attribute parameters of the virtual vehicle and the attribute parameters of the road surface on which the virtual vehicle travels in the virtual scene; and determine the speed threshold based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface.

[0192] In some embodiments, the attribute parameters of the virtual vehicle include: type, weight, and driving mode; the attribute parameters of the road surface include roughness; the determination module 5555 is further configured to determine the speed threshold based on the type, weight, driving mode, and roughness, where the weight is positively correlated with the speed threshold, and the roughness is negatively correlated with the speed threshold.

[0193] In some embodiments, the determination module 5555 is further configured to perform the following processes: obtain a base threshold that matches the type of the virtual vehicle; adjust the base threshold according to the weight of the virtual vehicle to obtain an adjusted base threshold; adjust the adjusted base threshold according to the driving mode of the virtual vehicle to obtain a re-adjusted base threshold; obtain a reduction value corresponding to the roughness; and use the subtraction result of the re-adjusted base threshold and the reduction value as the speed threshold.

[0194] In some embodiments, the virtual scene further includes a plurality of direction controls; the control module 5553 is further configured to, in response to a click operation on a target direction control, control the virtual vehicle to drift along the direction indicated by the target direction control, where the target direction control is the selected direction control among the plurality of direction controls.

[0195] In some embodiments, the control module 5553 is further configured to, in response to the degree of overlap between the acceleration control and the drift control during movement being less than the overlap degree threshold, control the virtual vehicle to stop drifting and automatically adjust the driving direction of the virtual vehicle to the target direction, where the target direction is the driving direction of the virtual vehicle before drifting.

[0196] In some embodiments, the control module 5553 is further configured to obtain the target direction of the virtual vehicle; use the included angle between the current driving direction of the virtual vehicle and the target direction as the steering angle; and automatically adjust the driving direction of the virtual vehicle to the target direction based on the steering angle.

[0197] Next, the implementation of the control device 555 of the virtual vehicle provided by the embodiments of the present application as a software module will be continued. In some embodiments, as Figure 2 shown, the software module in the control device 555 of the virtual vehicle stored in the memory 550 may include: a display module 5551 and a control module 5553.

[0198] The display module 5551 is configured to display a virtual scene, where the virtual scene includes a virtual vehicle and a plurality of direction controls, and the original function of the direction control is to adjust the driving direction of the virtual vehicle; the display module 5551 is further configured to switch the plurality of direction controls into the form of a chute and display a drift identifier around each direction control, where the drift identifier is used to prompt controlling the virtual vehicle to drift by sliding the direction control; the control module 5553 is configured to, in response to a sliding operation on a target direction control, control the virtual vehicle to drift along the direction indicated by the target direction control, where the target direction control is the selected direction control among the plurality of direction controls.

[0199] In some embodiments, the display module 5551 is further configured to, in response to the virtual vehicle meeting the drift condition, switch the plurality of direction controls into the form of a chute.

[0200] In some embodiments, the virtual scene further includes an acceleration control; the control module 5553 is further configured to control the virtual vehicle to accelerate in response to a click operation on the acceleration control; the control device 555 of the virtual vehicle further includes a determination module 5555, configured to determine that the virtual vehicle meets the drifting condition in response to the speed of the virtual vehicle reaching a speed threshold.

[0201] In some embodiments, the virtual scene further includes a virtual road; the determination module 5555 is further configured to detect the distance between the virtual vehicle and a curve on the virtual road; and determine that the virtual vehicle meets the drifting condition in response to the speed of the virtual vehicle reaching a speed threshold and the distance from the curve being less than or equal to a distance threshold.

[0202] In some embodiments, the determination module 5555 is further configured to determine the speed threshold in the following manner: obtain the attribute parameters of the virtual vehicle and the attribute parameters of the road surface on which the virtual vehicle travels in the virtual scene; and determine the speed threshold based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface.

[0203] In some embodiments, the attribute parameters of the virtual vehicle include: type, weight, and driving mode; the attribute parameters of the road surface include roughness; the determination module 5555 is further configured to determine the speed threshold based on the type, weight, driving mode, and roughness, where the weight is positively correlated with the speed threshold, and the roughness is negatively correlated with the speed threshold.

[0204] In some embodiments, the determination module 5555 is further configured to perform the following processing: obtain a base threshold matching the type of the virtual vehicle; adjust the base threshold according to the weight of the virtual vehicle to obtain an adjusted base threshold; adjust the adjusted base threshold according to the driving mode of the virtual vehicle to obtain a re-adjusted base threshold; obtain a reduction value corresponding to the roughness; and use the subtraction result of the re-adjusted base threshold and the reduction value as the speed threshold.

[0205] In some embodiments, the control module 5553 is further configured to, in response to the release of the sliding operation, control the target direction control to move to the original position, control the virtual vehicle to stop drifting, and automatically adjust the driving direction of the virtual vehicle to the target direction, where the target direction is the driving direction of the virtual vehicle before drifting.

[0206] In some embodiments, the control module 5553 is further configured to obtain the target direction of the virtual vehicle; use the included angle between the current driving direction of the virtual vehicle and the target direction as the steering angle; and automatically adjust the driving direction of the virtual vehicle to the target direction based on the steering angle.

[0207] In some embodiments, the control module 5553 is further configured to control the virtual vehicle to steer in the direction indicated by the target direction control in response to a click operation on the target direction control.

[0208] It should be noted that the description of the device in the embodiments of the present application is similar to the description of the above method embodiments and has similar beneficial effects as the method embodiments, so details will not be repeated here. For the technical details not described in the virtual vehicle control device provided in the embodiments of the present application, they can be understood according to Figure 3 、 Figure 4 、or Figure 5 the description of any one of the drawings.

[0209] The embodiments of the present application provide a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the computer device executes the virtual vehicle control method described above in the embodiments of the present application.

[0210] The embodiments of the present application provide a computer-readable storage medium storing computer-executable instructions, where the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will be caused to execute the virtual vehicle control method provided in the embodiments of the present application. For example, as Figure 3 、 Figure 4 、or Figure 5 shown in the virtual vehicle control method.

[0211] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0212] In some embodiments, the executable instructions may be in the form of a program, software, software module, script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0213] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected through a communication network.

[0214] The above are only embodiments of the present application and are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are all included within the protection scope of the present application.

Claims

1. A control method for a virtual vehicle, characterized in that, The method includes: Displaying a virtual scene, where the virtual scene includes a virtual vehicle, an acceleration control, and a drift control; In response to a movement operation on the acceleration control, controlling the acceleration control to move; In response to at least partial overlap of the acceleration control with the drift control during the movement of the acceleration control, controlling the virtual vehicle to drift.

2. The method according to claim 1, wherein: The virtual scene further includes a braking control; Before the step of, in response to a movement operation on the acceleration control, controlling the acceleration control to move, the method further includes: In response to the virtual vehicle meeting the drift condition, switching the braking control to the drift control.

3. The method according to claim 2, wherein After switching the braking control to the drift control, the method further includes: Displaying a flashing guiding identifier around the drift control, where the guiding identifier is used to guide the movement of the acceleration control to the position where the drift control is located.

4. The method according to claim 2, characterized in that, After switching the braking control to the drift control, the method further includes: Playing a spreading animation effect on the drift control, where the animation effect is used to guide the movement of the acceleration control to the position where the drift control is located.

5. The method according to claim 2, wherein After switching the braking control to the drift control, the method further includes: Playing a prompt sound for guiding the movement of the acceleration control to the position where the drift control is located, where the playing rate of the prompt sound is positively correlated with the number of times the prompt sound has been played.

6. The method according to claim 2, wherein: The braking control includes a first braking control and a second braking control, where the braking parameter of the first braking control is greater than the braking parameter of the second braking control; The step of, in response to the virtual vehicle meeting the drift condition, switching the braking control to the drift control includes: In response to the virtual vehicle meeting the drift condition, switching the first braking control to the drift control.

7. The method according to claim 2, wherein Before the step of, in response to the virtual vehicle meeting the drift condition, the method further includes: In response to a click operation on the acceleration control, controlling the virtual vehicle to accelerate; In response to the speed of the virtual vehicle reaching a speed threshold, determining that the virtual vehicle meets the drift condition.

8. The method according to claim 7, wherein: The virtual scene further includes a virtual road; The step of, in response to the speed of the virtual vehicle reaching a speed threshold, determining that the virtual vehicle meets the drift condition includes: Detecting the distance between the virtual vehicle and a bend on the virtual road; In response to the speed of the virtual vehicle reaching the speed threshold and the distance from the bend being less than or equal to a distance threshold, determining that the virtual vehicle meets the drift condition.

9. The method according to claim 7 or 8, characterized in that, The method further includes: Determining the speed threshold in the following manner: Obtaining the attribute parameters of the virtual vehicle and the attribute parameters of the road surface on which the virtual vehicle travels in the virtual scene; Based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface, determining the speed threshold.

10. The method according to claim 9, wherein: The attribute parameters of the virtual vehicle include: type, weight, and driving mode; the attribute parameters of the road surface include roughness; Determining the speed threshold based on the attribute parameters of the virtual vehicle and the attribute parameters of the road surface includes: Determining the speed threshold based on the type, the weight, the driving mode, and the roughness, where the weight is positively correlated with the speed threshold, and the roughness is negatively correlated with the speed threshold.

11. The method according to claim 10, wherein Determining the speed threshold based on the type, the weight, the driving mode, and the roughness includes: Obtaining a basic threshold that matches the type of the virtual vehicle; Adjusting the basic threshold according to the weight of the virtual vehicle to obtain an adjusted basic threshold; Adjusting the adjusted basic threshold according to the driving mode of the virtual vehicle to obtain a re-adjusted basic threshold; Obtaining a reduction value corresponding to the roughness; Taking the subtraction result of the re-adjusted basic threshold and the reduction value as the speed threshold.

12. The method according to any one of claims 1 to 11, characterized in that The virtual scene further includes a plurality of direction controls; Controlling the virtual vehicle to drift includes: In response to a click operation on a target direction control, controlling the virtual vehicle to drift along the direction indicated by the target direction control, where the target direction control is the selected direction control among the plurality of direction controls.

13. The method according to any one of claims 1 to 11, characterized in that, The method further includes: In response to the degree of coincidence between the acceleration control and the drift control during movement being less than the coincidence degree threshold, controlling the virtual vehicle to stop drifting, and Automatically adjusting the driving direction of the virtual vehicle to the target direction, where the target direction is the driving direction of the virtual vehicle before the drift.

14. The method according to claim 13, wherein Automatically adjusting the driving direction of the virtual vehicle to the target direction includes: Obtaining the target direction of the virtual vehicle; Taking the included angle between the current driving direction of the virtual vehicle and the target direction as the steering angle; Automatically adjusting the driving direction of the virtual vehicle to the target direction based on the steering angle.

15. A control method for a virtual vehicle, characterized in that, The method includes: Displaying a virtual scene, where the virtual scene includes a virtual vehicle and a plurality of direction controls, and the original function of the direction control is to adjust the driving direction of the virtual vehicle; Switching the plurality of direction controls to the form of a chute, and displaying a drift identifier around each direction control, where the drift identifier is used to prompt controlling the virtual vehicle to drift by sliding the direction control; In response to a sliding operation on a target direction control, controlling the virtual vehicle to drift along the direction indicated by the target direction control, where the target direction control is the selected direction control among the plurality of direction controls.

16. A control device for a virtual vehicle, characterized in that, The device includes: A display module for displaying a virtual scene, where the virtual scene includes a virtual vehicle, an acceleration control, and a drift control; A movement module for controlling the acceleration control to move in response to a movement operation on the acceleration control; A control module, configured to control the virtual vehicle to drift in response to at least partial coincidence of the acceleration control with the drift control during movement.

17. A control device for a virtual vehicle, characterized in that, The device includes: A display module, configured to display a virtual scene, wherein the virtual scene includes a virtual vehicle and a plurality of direction controls, and the original function of the direction control is to adjust the driving direction of the virtual vehicle; The display module is further configured to switch the plurality of direction controls into a chute form and display a drift identifier around each direction control, wherein the drift identifier is used to prompt that the virtual vehicle is controlled to drift by sliding the direction control; A control module, configured to control the virtual vehicle to drift along the direction indicated by the target direction control in response to a sliding operation on the target direction control, wherein the target direction control is the selected direction control among the plurality of direction controls.

18. An electronic device, characterized in that, It includes: A memory, configured to store executable instructions; A processor, configured to implement the control method of the virtual vehicle according to any one of claims 1 to 14 or claim 15 when executing the executable instructions stored in the memory.

19. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer executable instructions are executed by the processor, the control method of the virtual vehicle according to any one of claims 1 to 14 or claim 15 is implemented.

20. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer executable instructions are executed by the processor, the control method of the virtual vehicle according to any one of claims 1 to 14 or claim 15 is implemented.