Virtual object display method and device, equipment, medium and program product
By implementing timed enemy pursuits in tower defense games, the system enhances player interaction and reduces stress while maintaining game progression and resource efficiency.
Patent Information
- Application Number
- CN202410054607.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-12
- Publication Date
- 2025-07-15
AI Technical Summary
In the tower defense game, the enemy will continue to chase the player and fight back after being attacked, resulting in the interruption of the game process, the player is under great pressure and excessive computing resources are consumed.
Introduce a virtual object's enemy search mechanism and set a time threshold for enemy search. When the time threshold is reached, the second virtual object resumes moving along the planned path to avoid continuous enemy search.
It improves the fun of the game and player experience, reduces the pressure and operation time of players' counterattack, and reduces the consumption of computing resources.
Smart Images

Figure CN120305672A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of computer technology, and in particular, to a method, device, equipment, medium and program product for displaying virtual objects. Background Art
[0002] A tower defense game is a game in which players prevent enemies from invading to successfully defend a target. The enemies will follow a fixed marching route to the target location and destroy the target. Players can prevent the enemies from invading and protect the target by attacking the enemies, building defense facilities, setting up obstacles, etc.
[0003] In the related art, players can attract enemies by launching attacks on the enemies. After being attacked, the enemies will counterattack the players and deviate from the marching route, unable to destroy the target.
[0004] However, in the related art, after being attacked, the enemies will keep chasing the players to counterattack until one of the players or the enemies goes offline. This will cause the process of the enemies destroying the target in the tower defense game to be unable to continue. Players will have a greater pressure when being counterattacked during the game. Moreover, too much computing resources will be consumed when the enemies or players perform attack behaviors. Summary of the Invention
[0005] Embodiments of the present application provide a method, device, equipment, medium and program product for displaying virtual objects. The technical solution is as follows:
[0006] On the one hand, a method for displaying virtual objects is provided. The method includes:
[0007] Display a first virtual object and a second virtual object in a virtual scene. The first virtual object is a virtual object controlled by an account, and the second virtual object is a virtual object controlled by the system. The second virtual object moves along a planned path towards a target element in the virtual scene;
[0008] When the first virtual object and the second virtual object meet the enemy detection condition, display that the second virtual object deviates from the planned path to detect the first virtual object, where the enemy detection condition is used to represent that the object performance triggered by the first virtual object is within the enemy detection range of the second virtual object;
[0009] When the enemy detection duration of the second virtual object reaches a duration threshold, display that the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene;
[0010] When the virtual scene meets the result determination requirement, display the game result based on the target element.
[0011] On the other hand, a display device for virtual objects is provided, and the device includes:
[0012] A virtual object display module for displaying a first virtual object and a second virtual object in a virtual scene, where the first virtual object is a virtual object controlled by an account, the second virtual object is a virtual object controlled by the system, and the second virtual object moves along a planned path towards a target element in the virtual scene;
[0013] A target acquisition display module for displaying that the second virtual object deviates from the planned path to acquire the first virtual object when the first virtual object and the second virtual object meet the target acquisition condition, where the target acquisition condition is used to represent that the object performance triggered by the first virtual object is within the target acquisition range of the second virtual object;
[0014] A movement display module for displaying that the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene when the target acquisition duration of the second virtual object reaches a duration threshold;
[0015] A game result display module for displaying a game result based on the target element when the virtual scene meets the result determination requirements.
[0016] On the other hand, a computer device is provided, and the computer device includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the display method of virtual objects as described in any one of the embodiments of the present application above.
[0017] On the other hand, a computer-readable storage medium is provided. At least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the display method of virtual objects as described in any one of the embodiments of the present application above.
[0018] On the other hand, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the display method of virtual objects as described in any one of the above embodiments.
[0019] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:
[0020] In the virtual scene, the first virtual object controlled by the player account and the second virtual object controlled by the system are displayed at the same time, so that the first virtual object and the second virtual object can interact with each other, which improves the fun of the player in the game process. The second virtual object moves along the planned path. When the search condition is met between the first virtual object and the second virtual object, the second virtual object deviates from the planned path to search for the first virtual object, which enriches the action performance of the second virtual object in the virtual scene. When the search duration reaches the duration threshold, the second virtual object is displayed to resume action and continue to move toward the target element along the planned path, which ensures the smooth progress of the game process. Compared with the search method in the related art in which the second virtual object continues to search for the first virtual object until one party is defeated, it can reduce the pressure and operation time of the player controlling the first virtual object to counterattack while ensuring the fun of the game, and improve the player's experience. By setting the search duration, the screen ratio of the second virtual object when it moves along the planned path can be increased, and the screen ratio of the search behavior that is more complex than the moving behavior can be reduced, avoiding the consumption of too many computing resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0022] Figure 1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;
[0023] Figure 2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0024] Figure 3 is a flowchart of a method for displaying a virtual object provided by an exemplary embodiment of the present application;
[0025] Figure 4 is a schematic diagram of an exemplary embodiment of the present application providing that the distance between the first virtual object and the second virtual object meets the enemy search condition;
[0026] Figure 5 is a schematic diagram of a process in which a second virtual object stops searching for an enemy after a first virtual object is lost, provided by an exemplary embodiment of the present application;
[0027] Figure 6 is a flowchart of a method for displaying a virtual object provided by another exemplary embodiment of the present application;
[0028] Figure 7 It is a schematic diagram of the targeting logic when the second virtual object provided by an exemplary embodiment of the present application targets the first virtual object;
[0029] Figure 8 It is a schematic diagram of the second virtual object moving along the first sub-path provided by an exemplary embodiment of the present application;
[0030] Figure 9 It is a schematic diagram of the response logic when the second virtual object provided by an exemplary embodiment of the present application performs a targeting behavior while moving along the planned path;
[0031] Figure 10 It is a flowchart of the method for the second virtual object to jump over the obstacle element provided by an exemplary embodiment of the present application;
[0032] Figure 11 It is a schematic diagram of the second virtual object crossing the obstacle element provided by another exemplary embodiment of the present application;
[0033] Figure 12 It is a schematic diagram of the second virtual object pushing away the obstacle object provided by an exemplary embodiment of the present application;
[0034] Figure 13 It is a schematic diagram of the judgment logic when the second virtual object provided by an exemplary embodiment of the present application deals with the obstacle element;
[0035] Figure 14 It is a block diagram of the structure of the display device of the virtual object provided by an exemplary embodiment of the present application;
[0036] Figure 15 It is a block diagram of the structure of the display device of the virtual object provided by another exemplary embodiment of the present application;
[0037] Figure 16 It is a block diagram of the structure of the computer device provided by an exemplary embodiment of the present application. Detailed implementation manners
[0038] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0039] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of the devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0040] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms "a", "the", and "said" used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0041] It should be noted that the information and data involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0042] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of this application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".
[0043] Tower defense games are a type of strategic game where players build turrets or similar buildings on a map to prevent enemies from attacking in the game. In some embodiments, tower defense game functions can also be introduced into other game types, such as introducing tower defense game mechanisms into party casual games. Generally, players need to defend a target located at a designated position, such as defending the home built by the player, defending a certain prop element, etc.
[0044] The gameplay of tower defense games is mainly as follows: Players need to defend a target element located at a designated position. Enemies will follow a pre-planned path to the location of the target element to obtain or destroy the target element. During this process, players can interfere with the actions of the enemies by setting obstacles on the enemy's action route, adding defensive facilities to the location of the target element, launching attacks on the enemies to attract their attention, etc. If the target element is not obtained or destroyed by the enemies within the specified time, the player defends successfully and wins the game.
[0045] Tower defense games or related applications include virtual objects controlled by player accounts (hereinafter referred to as player virtual objects) and virtual objects controlled by the system (hereinafter referred to as NPC virtual objects; NPC refers to Non-Player Character). These NPC virtual objects are the "enemies" in the above description. They aim to destroy the target elements guarded by the player virtual objects and move to the target elements along the preset marching routes.
[0046] In the related art, players can prevent the movement of NPC virtual objects by setting obstacle elements in the virtual scene, for example, setting elements such as a wall of a certain height, a large boulder, etc. as obstacles.
[0047] The NPC virtual object itself has a certain volume and height. If it encounters an obstacle that cannot be directly passed through, the NPC virtual object will choose to bypass the obstacle and then return to the original path to continue moving towards the target element. In some embodiments, the NPC virtual object is implemented as an artificial intelligence (AI) object automatically controlled by the system.
[0048] Players can also control the player virtual object to attack the NPC virtual object and interfere with the movement of the NPC virtual object. After being attacked, the NPC virtual object will search for the player virtual object that launched the attack. That is, after the NPC virtual object locks the player virtual object, it will chase and attack the player virtual object until one of the player virtual object or the NPC virtual object fails in the game and goes offline.
[0049] However, for larger NPC virtual objects, there will be a problem of slow movement when bypassing obstacles. The movements of NPC virtual objects are relatively simple and unnatural, resulting in poor game display effects and picture quality.
[0050] When the NPC virtual object searches for the player's virtual object, the search process will only end when one of the NPC virtual object or the player's virtual object goes offline. The length of the search process and the risk of losing the game will double the player's gaming pressure. In addition, the NPC virtual object will inevitably deviate from the planned path during the search process, which will cause the NPC virtual object to destroy the target element in the tower defense game and interrupt the game process. The player can only win by attacking the NPC virtual object and luring it away, which reduces the fun of the tower defense game.
[0051] Therefore, how to improve the action performance of NPC virtual objects, and how to take into account the marching route and the action performance when responding to the attacks of player virtual objects when NPC virtual objects are searching for enemies, are the problems to be solved by this application.
[0052] The method provided by this application can limit the duration of the enemy-seeking process of the NPC virtual object through a preset duration threshold. After the enemy-seeking process ends, the NPC virtual object will return to the planned path and continue to move towards the target element, ensuring the pressure on the player to deal with the enemy-seeking process when controlling the player virtual object and enabling the game process to continue. Hereinafter, the player virtual object is referred to as the first virtual object, which is a virtual object controlled by the player logging in to the account through the terminal, and the NPC virtual object is referred to as the second virtual object, which is a virtual object controlled by the server side.
[0053] The first virtual object and the second virtual object in the virtual scene are displayed, and the second virtual object moves along the planned path towards the target element. The first virtual object can interfere with the second virtual object. When the first virtual object triggers the enemy-seeking condition, the second virtual object will seek the first virtual object.
[0054] Optionally, the enemy-seeking conditions include, but are not limited to, that the distance between the first virtual object and the second virtual object meets the distance requirement, the first virtual object launches an attack on the second virtual object, etc.
[0055] When the distance between the first virtual object and the second virtual object is less than or equal to the first distance threshold, regardless of whether the first virtual object launches an attack on the second virtual object, the second virtual object will actively seek the first virtual object; when the distance between the first virtual object and the second virtual object is less than or equal to the second distance threshold and greater than the first distance threshold, if the first virtual object launches an attack on the second virtual object, the second virtual object will seek the first virtual object. Among them, the first distance threshold is less than the second distance threshold.
[0056] In some embodiments, if there are multiple virtual objects that meet the enemy-seeking conditions at the same time, the second virtual object will preferentially seek the virtual object that launches the attack.
[0057] For example, at the current moment, the virtual scene includes the first virtual object, the second virtual object, and the third virtual object, and the third virtual object is also a virtual object controlled by the player account.
[0058] The distance between the first virtual object and the second virtual object is less than the first distance threshold and the first virtual object has not launched an attack on the second virtual object. The distance between the third virtual object and the second virtual object is less than the second distance threshold and the third virtual object has launched an attack on the second virtual object. Then the second virtual object seeks the third virtual object.
[0059] When the second virtual object searches for the first virtual object, the second virtual object will temporarily deviate from the planned path. When the search time reaches a time threshold, the search will stop and the second virtual object will resume its action to the planned path and continue to move toward the target element.
[0060] Among them, the planned paths for the second virtual object to move toward the target element include multiple ones. The second virtual object first moves along the default planned path. When it deviates from the default planned path and resumes its action, it continues to move toward the target element along the planned path closest to the position at the end of the search process.
[0061] Setting multiple planned paths can ensure that the second virtual object returns to the planned path in time after searching for the enemy, saving detour time. The second virtual object has a rich variety of action trajectories in the virtual scene, which improves the display effect of the game screen.
[0062] Among them, when the second virtual object encounters an obstacle element that cannot be directly passed through while moving along the planned path, the second virtual object performs a jumping action based on factors such as the height data of the obstacle element to cross the obstacle. Compared with the traditional "walking around the obstacle element" method, it can enhance the expressive tension of the second virtual object, enrich the action types of the second virtual object and improve the quality of the game screen.
[0063] The terminal in the present application can be a desktop computer, a laptop, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports virtual scenes is installed and run in the terminal, such as an application that supports three-dimensional virtual scenes. The application can be any one of a virtual reality application, a three-dimensional map program, a strategy game (Simulation Game, SLG), a multiplayer online tactical competitive game (Multiplayer Online BattleArena Games, MOBA), a party game, a tower defense game, and a community game. Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
[0064] Figure 1 The electronic device 100 includes an operating system 110 and an application 111 .
[0065] The operating system 110 is basic software that provides secure access to computer hardware for the application 111.
[0066] The application 111 is an application that supports virtual scenarios. Optionally, the application 111 is an application that supports three-dimensional virtual scenarios. The application 111 can be any one of a virtual reality application, a three-dimensional map program, a TPS game (Third-Person Shooter), an FPS game (First-Person Shooter), a MOBA game, an SLG game, a party game, and a tower defense game. The application 111 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a networked online application.
[0067] Figure 2 The structural block diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 200 includes: a first device 220, a server 240, and a second device 260.
[0068] The first device 220 installs and runs an application that supports virtual scenarios. The application can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, an SLG game, a party game, and a tower defense game. The first device 220 is a device used by a first user. The first user uses the first device 220 to control a first virtual object located in the virtual scenario to perform activities, and the activities include, but are not limited to, at least one of adjusting body posture, walking, running, jumping, and attacking. Schematically, the first virtual object is a first virtual character, such as an emulated character or an anime character.
[0069] The first device 220 is connected to the server 240 through a wireless network or a wired network.
[0070] The server 240 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for the application that supports three-dimensional virtual scenarios. Optionally, the server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake the secondary computing work; or, the server 240 undertakes the secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, a distributed computing architecture is adopted among the server 240, the first device 220, and the second device 260 for collaborative computing.
[0071] The server 240 controls the second virtual object located in the virtual scene to perform activities, which include but are not limited to at least one of adjusting body posture, walking, running, jumping, and attacking. Schematically, the second virtual object is a second virtual character, such as a simulated human character or an anime character.
[0072] The second device 260 installs and runs an application program that supports the virtual scene. The application program can be any one of a virtual reality application program, a three-dimensional map program, a FPS game, a MOBA game, an SLG game, a party game, and a tower defense game. The second device 260 is a device used by a second user. The second user uses the second device 260 to control the third virtual object located in the virtual scene to perform activities, which include but are not limited to at least one of adjusting body posture, walking, running, jumping, and attacking. Schematically, the third virtual object is a third virtual character, such as a simulated human character or an anime character.
[0073] Optionally, the first virtual character, the second virtual character, and the third virtual character are in the same virtual scene. Optionally, the first virtual character and the third virtual character can belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the third virtual character can also belong to different teams, different organizations, or two hostile groups.
[0074] Exemplarily, there is a hostile relationship between the second virtual character and the first virtual character, and there is also a hostile relationship between the second virtual character and the third virtual character. There is a cooperation relationship between the first virtual character and the third virtual character.
[0075] The first virtual character and the third virtual character need to protect the target element in the virtual scene, and the second virtual character needs to destroy the target element in the virtual scene.
[0076] Optionally, the application programs installed on the first device 220 and the second device 260 are the same, or the application programs installed on the two devices are the same type of application programs on different control system platforms. The first device 220 can generally refer to one of multiple devices, and the second device 260 can generally refer to one of multiple devices. This embodiment only uses the first device 220 and the second device 260 as examples for illustration. The device types of the first device 220 and the second device 260 are the same or different. The following embodiments take the device as a desktop computer as an example for illustration.
[0077] Those skilled in the art can know that the number of the above devices can be more or less. For example, the above devices can be only one, or the above devices are dozens or hundreds, or more. The embodiments of the present application do not limit the number and device type of the devices.
[0078] It should be noted that the above-mentioned server 240 can be implemented as a physical server or a cloud server in the cloud. Among them, 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. Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model, which can form a resource pool, be used on demand, and be 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, such as video websites, picture websites, and more portal websites. With the high development and application of the Internet industry, in the future, each item may have its own identification mark and needs to be transmitted to the background system for logical processing. Data at different levels will be processed separately, and various types of industry data require the support of a powerful system background, which can only be achieved through cloud computing. Optionally, when the server 240 is implemented as a cloud server, the program corresponding to the above virtual scenario can be a cloud game.
[0079] In some embodiments, the method provided by the embodiments of the present application can be applied to a cloud game scenario, so as to complete the calculation of data logic during the game process through a cloud server, and the terminal is responsible for the display of the game interface.
[0080] Optionally, the above-mentioned server 240 can also be implemented as a node in a blockchain system.
[0081] Combined with the above noun introduction and application scenarios, the method for displaying a virtual object provided by the present application is described. This method can be executed by a server or a terminal, or jointly executed by a server and a terminal. In the embodiments of the present application, this method is described by taking the example of being executed by the terminal, as Figure 3 shown. Figure 3 is a flowchart of the method for displaying a virtual object provided by an exemplary embodiment of the present application. The method includes the following steps.
[0082] Step 310, display a first virtual object and a second virtual object in the virtual scene.
[0083] Among them, the first virtual object is a virtual object controlled by an account, and the second virtual object is a virtual object controlled by the system. The second virtual object moves along a planned path towards a target element in the virtual scene.
[0084] Optionally, the types of target elements include but are not limited to: (1) prop elements, such as virtual props with an attack effect; (2) building elements, such as home buildings created by players or the system; (3) object elements, such as target virtual objects controlled by players or the system; (4) target areas in the virtual scene, etc.
[0085] Exemplarily, taking the target element as a building element as an example for illustration, the types of the building element include but are not limited to the following several types.
[0086] 1. A home building custom-built by the player, such as a garden building, a residential building, an attic building, a villa building, a courtyard building, etc. The player can build a home building at any position in the virtual scene. After the building is completed, the system obtains the position of the home building in the virtual scene and controls the second virtual object to move along the planned path towards the home building. Among them, during the movement of the second virtual object towards the home building, the position of the home building remains unchanged.
[0087] 2. A system building provided by the system in the virtual scene, such as a castle building, a palace building, a store building, etc. The position of the system building in the virtual scene is fixed. The system determines the position of the system building by obtaining the map of the virtual scene and controls the second virtual object to move along the planned path towards the system building.
[0088] There is a game relationship / hostile relationship between the first virtual object and the second virtual object. The second virtual object moves towards the home building along the planned path. The game goal of the first virtual object is to prevent the second virtual object from reaching the position where the target element is located. The first virtual object can be controlled by the player to interfere with the actions of the second virtual object.
[0089] It should be noted that the source and type of the target element can be arbitrary, the relationship between the first virtual object and the second virtual object can be arbitrary, the number of planned paths and the layout of the planned paths in the virtual scene can be arbitrary, and this embodiment does not limit this.
[0090] Step 320, when the first virtual object and the second virtual object meet the enemy detection condition, display that the second virtual object deviates from the planned path to detect the first virtual object.
[0091] Among them, the enemy detection condition is used to represent that the object performance triggered by the first virtual object is within the enemy detection range of the second virtual object.
[0092] When the first virtual object and the second virtual object meet the enemy detection condition, the second virtual object will lock the first virtual object and perform behaviors such as chasing and attacking the first virtual object.
[0093] Optionally, the enemy detection conditions for triggering the second virtual object to detect the first virtual object include but are not limited to the following several types.
[0094] 1. The distance between the first virtual object and the second virtual object meets the preset distance requirement;
[0095] When the distance between the first virtual object and the second virtual object is less than or equal to the first distance threshold, the second virtual object is displayed to deviate from the planned path to search for the first virtual object.
[0096] Using the distance between the first virtual object and the second virtual object as a search condition can provide a convenient way for the player to control the first virtual object to interfere with the second virtual object's march toward the target element. When the player deals with the close-range search for the second virtual object, the flexibility and fun of the player's operation can be improved.
[0097] Optionally, the first distance threshold is 10 unit distances, and a range obtained by taking the position of the second virtual object in the virtual scene as the center and the first distance threshold as the radius is the field of view that triggers the second virtual object to search for the enemy.
[0098] Exemplarily, the distance between the first virtual object and the second virtual object is 8 unit distances, which is less than the first distance threshold, and meets the search condition, so the second virtual object searches for the first virtual object. The terminal interface displays that the second virtual object searches for the first virtual object.
[0099] For example, if the distance between the first virtual object and the second virtual object is 15 units, which is greater than the first distance threshold and does not meet the search condition, the second virtual object still moves along the planned path toward the target element. The terminal interface displays the movement of the second virtual object along the planned path.
[0100] Indicatively, Figure 4 As shown, Figure 4 The diagram is a diagram showing that the distance between a first virtual object and a second virtual object meets the search condition.
[0101] In the virtual scene 400, there is a first virtual object 410 and at least one second virtual object: a second virtual object A 421, a second virtual object B 422, a second virtual object C 423, and a second virtual object D 424. The at least one second virtual object moves along a planned path.
[0102] Among them, the distance between the second virtual object A421, the second virtual object B422, and the second virtual object C423 and the first virtual object 410 is less than the first distance threshold, which meets the search condition, so the second virtual object A421, the second virtual object B422, and the second virtual object C423 search for the first virtual object; the distance between the second virtual object D424 and the first virtual object 410 is greater than the first distance threshold, which does not meet the search condition, so the second virtual object D424 continues to move along the planned path.
[0103] 2. The first virtual object attacks the second virtual object;
[0104] When the first virtual object attacks the second virtual object, the second virtual object will search for the first virtual object. The first virtual object can attack the second virtual object from a distance by using virtual props, or the first virtual object can attack the second virtual object at close range by performing an attack action.
[0105] Taking the attack launched by the first virtual object on the second virtual object as the target searching condition and further restricting the target searching range when searching for the second virtual object based on the second distance threshold can ensure that the target searching distance of the second virtual object will not be too large. Avoid excessive enemy detection time During the target searching process, Reduce the degree of deviation of the second virtual object from the planned path Degree it is ensured that the second virtual object timely returns to the planned path and moves towards the target element. Push the game process .
[0106] In some embodiments, the second virtual object needs to deviate from the planned path and chase the first virtual object. If the distance between the first virtual object and the second virtual object is relatively far, it will cause the target searching process of the second virtual object to be too long, and the process of the second virtual object moving towards the target element cannot be executed. Therefore, in order to avoid the target searching process from being too long, the target searching condition triggered by the attack behavior can be further restricted.
[0107] Optionally, in the case where the first virtual object attacks the second virtual object, based on the distance between the first virtual object and the second virtual object, it is displayed that the second virtual object deviates from the planned path to search for the first virtual object.
[0108] 2.1 In the case where the first virtual object attacks the second virtual object, in response to the distance between the first virtual object and the second virtual object being less than or equal to the second distance threshold, it is displayed that the second virtual object deviates from the planned path to search for the first virtual object.
[0109] Optionally, the second distance threshold is 20 unit distances, and the range obtained with the position of the second virtual object in the virtual scene as the center and the second distance threshold as the radius is the field of view range that triggers the second virtual object to search for the target.
[0110] Exemplarily, the distance between the first virtual object and the second virtual object is 15 unit distances, which is less than the second distance threshold, and the first virtual object launches an attack on the second virtual object, meeting the target searching condition. Then the second virtual object searches for the first virtual object. It is displayed on the terminal interface that the second virtual object searches for the first virtual object.
[0111] In some embodiments, if the distance between the first virtual object and the second virtual object meets the enemy detection condition, the second virtual object will not deviate from the planned path to detect the first virtual object.
[0112] 2.2 In the case where the first virtual object attacks the second virtual object, in response to the distance between the first virtual object and the second virtual object being greater than the second distance threshold, display that the second virtual object moves along the planned path towards the target element in the virtual scene.
[0113] Exemplarily, the distance between the first virtual object and the second virtual object is 25 unit distances, which is greater than the second distance threshold, and the first virtual object launches an attack on the second virtual object, not meeting the enemy detection condition, then the second virtual object still moves along the planned path towards the target element. The situation of the second virtual object moving along the planned path is displayed on the terminal interface.
[0114] Schematically, as Figure 5 shown, Figure 5 is a schematic diagram of the first virtual object attacking the second virtual object to trigger the second virtual object to detect the enemy.
[0115] In the virtual scene 500, there is a first virtual object 510 and at least one second virtual object: second virtual object A 521, second virtual object B 522, second virtual object C 523, second virtual object D 524, and second virtual object E 525. At least one second virtual object moves along the planned path.
[0116] Among them, the distances between the second virtual object A 521, the second virtual object B 522, the second virtual object C 523, and the second virtual object D 524 and the first virtual object 510 are less than the second distance threshold and greater than the first distance threshold, and moreover, the first virtual object 510 launches an attack on the second virtual object E 525. That is to say, the condition for detecting the enemy is met between the first virtual object 510 and the second virtual object E 525, so the second virtual object E 525 detects the first virtual object.
[0117] The distances between the second virtual object A 521, the second virtual object B 522, the second virtual object C 523, and the second virtual object D 524 and the first virtual object 510 are greater than the first distance threshold, and moreover, the first virtual object 510 does not launch an attack on the second virtual object A 521, the second virtual object B 522, the second virtual object C 523, and the second virtual object D 524, not meeting the enemy detection condition, so the second virtual object A 521, the second virtual object B 522, the second virtual object C 523, and the second virtual object D 524 continue to move along the planned path.
[0118] 3. Use the virtual object transmission element to transmit the second virtual object to a preset distance from the first virtual object;
[0119] Optionally, the virtual scene further includes a virtual object transmission element added by the account to which the first virtual object belongs, and the virtual object transmission element is used to transmit the virtual object within the transmission range to a preset distance from the first virtual object.
[0120] In response to the second virtual object being within the transmission range of the virtual object transmission element, the second virtual object is displayed to be transmitted by the virtual object transmission element to a position at a preset distance from the first virtual object to search for the first virtual object.
[0121] Optionally, the types of virtual object transmission elements include but are not limited to (1) prop elements, such as virtual props with transmission functions: mirrors, portals; (2) building elements, such as buildings with transmission functions created by players or the system: transmission rooms, transmission stations; (3) vehicle elements, such as vehicles with transmission functions: spaceships, etc.
[0122] Exemplarily, the player of the account to which the first virtual object belongs adds a virtual object transmission element on the planned path of the second virtual object. When the distance between the second virtual object and the virtual object transmission element is less than or equal to 4 unit distances, the virtual object transmission element will automatically transmit the second virtual object to a position 5 unit distances from the first virtual object. At this time, the second virtual object automatically searches for the first virtual object.
[0123] By setting a virtual object transmission element with a transmission function on the planned path of the second virtual object, the second virtual object is transmitted to a preset distance position of the first virtual object, triggering the second virtual object's enemy search, which can enrich the player's operation method and fun.
[0124] The above-mentioned multiple search conditions can provide the player with multiple interference methods to trigger the search behavior of the second virtual object when the player controls the first virtual object to interfere with the movement of the second virtual object. Enrich the operation types when the player controls the first virtual object and the enemy detection performance of the second virtual object Reduce the pressure on the player when controlling the first virtual object to deal with enemy detection Moreover, using the distance between the first virtual object and the second virtual object as a factor constraining the search process can also ensure that the second virtual object returns to the planned path from the deviated path in time and continues to move toward the target element, thereby promoting the game process.
[0125] In some embodiments, the virtual scene also includes a system transmission element set by the system. When any virtual object (including player virtual objects and NPC virtual objects) is within the system transmission range of the system transmission element, the system transmission element will transmit the virtual object within the system transmission range to the target position in the virtual scene, which can be any. When the second virtual object searches for the first virtual object, the player can control the first virtual object to lead the second virtual object into the system transmission range of the system transmission element, so that the second virtual object deviates from the planned path to reach the target position, thereby increasing the fun of the player's game.
[0126] It is worth noting that the unit distance used to describe the first distance threshold and the second distance threshold can be arbitrary, and the numerical values of the first distance threshold and the second distance threshold can be arbitrary, for example, they can be set based on the position or size of the virtual object in the virtual scene, and this embodiment does not limit this.
[0127] Step 330 , when the enemy search duration of the second virtual object reaches a duration threshold, display the second virtual object to resume action to the planned path and move toward the target element in the virtual scene.
[0128] Optionally, the search duration threshold is 10 seconds. When the first virtual object triggers the search condition of the second virtual object, the second virtual object will search the first virtual object for 10 seconds. The search process is not limited to the following steps: chasing the first virtual object, attacking the first virtual object, and returning to the planned path after the search is completed to continue moving towards the target element.
[0129] When the search time reaches a preset time threshold, the search stops, and the second virtual object returns to the planned path and continues to move toward the target element.
[0130] By setting the duration of searching for an enemy, it can be ensured that each search process of the second virtual object will not be too long. Compared with the method in which the second virtual object continuously searches for the first virtual object, it can effectively Figure 5 Figure 5 , improve the player's experience, and ensure that the second virtual object returns to the planned path in time to promote the continuation of the game process.
[0131] When the second virtual object searches for the first virtual object, the second virtual object follows the position change of the first virtual object, that is, the positions of the first virtual object and the second virtual object can change in real time, and the distance between the first virtual object and the second virtual object can also change in real time.
[0132] In response to the fact that the enemy detection duration of the second virtual object does not reach the duration threshold and the distance between the first virtual object and the second virtual object reaches the third distance threshold, display that the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene.
[0133] Optionally, the third distance threshold is 30 unit distances. When the distance between the first virtual object and the second virtual object is greater than the third distance threshold, the enemy detection target of the second virtual object is lost. At this time, regardless of whether the enemy detection duration of the second virtual object reaches the duration threshold, the second virtual object stops detecting the first virtual object.
[0134] Exemplarily, the duration threshold is 10 seconds. When the distance between the first virtual object and the second virtual object increases from 10 unit distances to 30 unit distances during the enemy detection duration of 6 seconds, that is, when the enemy detection duration does not reach the duration threshold, the enemy detection target of the second virtual object is lost. At this time, the second virtual object stops detecting the enemy, displays on the terminal screen that the second virtual object resumes moving to the planned path, and continues to move towards the target element in the virtual scene.
[0135] Schematically, as Figure 3 shown, Figure 6 shows a schematic diagram of the process of the second virtual object stopping enemy detection after the first virtual object is lost.
[0136] The first virtual object 510 is outside the field of view of at least one second virtual object, that is, the distance between the first virtual object 510 and at least one second virtual object is greater than the third distance threshold. At this time, the enemy detection target of at least one second virtual object is lost, and it stops detecting the enemy and continues to move along the planned path.
[0137] By setting the target loss range, it is possible to prevent the second virtual object from deviating too much from the planned path when detecting the first virtual object. When the player cannot respond to the enemy detection of the second virtual object in time, the distance between the first virtual object and the second virtual object can be increased to end the enemy detection in time and reduce the player's game pressure.
[0138] In some embodiments, the second virtual object performs multiple enemy detections in the virtual scene. Each enemy detection may cause the second virtual object to deviate from the planned path and consume a certain amount of time to complete the enemy detection process. To ensure the smooth progress of the game process, when the second virtual object resumes moving to the planned path, the speed at which the second virtual object moves towards the target element can be determined in various ways.
[0139] Optionally, when the enemy detection duration of the second virtual object reaches the duration threshold, display the number of enemy detections of the second virtual object. The number of enemy detections is used to indicate the number of times the second virtual object has performed enemy detection within the historical time period.
[0140] Exemplarily, the historical time period refers to the time period between the starting moment and the current moment. For example, from 00:00 to 15:00, the number of enemy detection times is 10.
[0141] In response to the number of enemy detection times reaching a preset enemy detection times threshold, display a second virtual object to resume moving to the planned path at a first speed and move towards a target element in the virtual scene; wherein, the first speed is positively correlated with the number of enemy detection times.
[0142] Exemplarily, if the enemy detection times threshold is 10, then at this time the number of enemy detection times of the second virtual object reaches the enemy detection times threshold, and based on the number of enemy detection times, the moving speed of the second virtual object is increased from the initial speed of 2 m / s to the first speed (10 + 2) = 12 m / s. Display the second virtual object moving towards the target element at a speed of 12 m / s.
[0143] Optionally, when the enemy detection duration of the second virtual object reaches the duration threshold, display the object attribute information of the second virtual object, where the object attribute information includes the remaining stay duration of the second virtual object in the virtual scene and the remaining distance between the second virtual object and the target element.
[0144] In response to the remaining distance and the remaining stay duration not meeting the preset moving speed condition, display the second virtual object to resume moving to the planned path by carrying an element and move towards the target element in the virtual scene; wherein, the carrying element is used to carry the second virtual object to move, and the moving speed of the carrying element is determined based on the remaining distance and the remaining stay duration.
[0145] The maximum duration that the second virtual object can stay in the virtual scene once is 30 minutes. Countdown starts from the starting moment. The goal of the second virtual object is to move towards the target element, and there is a default moving speed when the second virtual object moves. However, when the second virtual object conducts enemy detection, it will occupy the duration for the second virtual object to move towards the target element. When the remaining stay duration of the second virtual object is short and the remaining distance between the second virtual object and the target element is long, even if the second virtual object does not conduct enemy detection, relying only on the default moving speed, it cannot reach the target element at the end of the countdown.
[0146] Optionally, the preset moving speed condition means that when the second virtual object moves at the default moving speed, the distance that the second virtual object can pass within the remaining stay duration is greater than the remaining distance.
[0147] Exemplarily, the remaining stay duration of the second virtual object is 10 minutes, the default moving speed of the second virtual object is 5 m / s, and the remaining distance between the second virtual object and the target element is 6000 meters. Then, relying on the default moving speed, the second virtual object can move at most 3000 meters and cannot reach the target element. Therefore, the remaining distance and the remaining stay duration do not meet the preset moving speed condition.
[0148] Therefore, the display carrying element carries the second virtual object to resume action to the planned path and move towards the target element.
[0149] Exemplarily, the moving speed of the carrying element is the remaining distance / the remaining stay duration = 6000 / 600 = 10 m / s.
[0150] Step 340, when the virtual scene meets the result determination requirements, display the game result based on the target element.
[0151] Optionally, the target element has element attributes, and the element attributes include the performance characteristics of the target element in the virtual scene; when the virtual scene meets the result determination requirements, display the game result based on the element attributes of the target element.
[0152] Optionally, the element attributes of the target element include but are not limited to: the position of the target element in the virtual scene, whether the target element is damaged, the virtual object to which the target element belongs, the appearance characteristics of the target element (such as the color, shape, volume, height, quantity, brightness, etc. of the target element), the name of the target element, etc.
[0153] Among them, the target element in the virtual scene can be a target jointly guarded by virtual objects controlled by multiple player accounts, or a target jointly guarded by virtual objects controlled by one player account.
[0154] Optionally, the result determination requirement means that the target element in the virtual scene is not damaged within the preset time.
[0155] Exemplarily, within 30 minutes, the player account can control the first virtual object to interfere with the second virtual object to prevent the second virtual object from damaging the target element. If after 30 minutes, the element attributes of the target element indicate that the target element is not damaged, the displayed game result is that the player wins; if after 30 minutes, the element attributes of the target element indicate that the target element is damaged, the displayed game result is that the player loses.
[0156] Optionally, the result determination requirement means that the initial position and the end position of the target element in the virtual scene are the same within the preset time.
[0157] Exemplarily, within 30 minutes, the player account can control the first virtual object to interfere with the second virtual object to prevent the second virtual object from moving the target element. At the start of the game, the position of the target element is at the first position in the virtual scene. If after 30 minutes, the element attribute of the target element indicates that the position of the target element is still at the first position in the virtual scene, the game result is displayed as the player wins; if after 30 minutes, the element attribute of the target element indicates that the position of the target element is at the second position in the virtual scene instead of the first position, the game result is displayed as the player loses.
[0158] During this process, if the second virtual object moves the target element to a position other than the first position, the player can also control the first virtual object to move the target element back to the first position.
[0159] Optionally, the result determination requirement means that the target element in the virtual scene belongs to the first virtual object within a preset time.
[0160] Exemplarily, within 30 minutes, the player account can control the first virtual object to interfere with the second virtual object to prevent the second virtual object from obtaining the target element. If after 30 minutes, the element attribute of the target element indicates that the target element still belongs to the first virtual object, the game result is displayed as the player wins; if after 30 minutes, the element attribute of the target element indicates that the target element belongs to the second virtual object, the game result is displayed as the player loses.
[0161] In some embodiments, the result determination requirement means that the appearance feature of the target element in the virtual scene does not change within a preset time.
[0162] Exemplarily, when the appearance feature of the target element is manifested as color, if the color of the target element remains unchanged within the preset time, the game result is displayed as the player wins; if the color of the target element changes from the first color to the second color within the preset time, the game result is displayed as the player loses, where the first color is different from the second color. For example, the first color is red and the second color is blue.
[0163] Exemplarily, when the appearance feature of the target element is manifested as shape, if the shape of the target element remains unchanged within the preset time, the game result is displayed as the player wins; if the shape of the target element changes from the first shape to the second shape within the preset time, the game result is displayed as the player loses, where the first shape is different from the second shape. For example, the first shape is a rhombic cube and the second shape is a cube.
[0164] Exemplarily, when the appearance feature of the target element is the volume, if the volume of the target element remains unchanged within the preset time, the game result is displayed as the player wins; if the volume of the target element changes from the first volume to the second volume within the preset time, the game result is displayed as the player loses, where the first volume is different from the second volume. For example, the first volume is 10 cubic meters and the second volume is 5 cubic meters.
[0165] Exemplarily, when the appearance feature of the target element is the height, if the height of the target element remains unchanged within the preset time, the game result is displayed as the player wins; if the height of the target element changes from the first height to the second height within the preset time, the game result is displayed as the player loses, where the first height is different from the second height. For example, the first height is 10 meters and the second height is 5 meters.
[0166] Exemplarily, when the appearance feature of the target element is the quantity, if the quantity of the target element remains unchanged within the preset time, the game result is displayed as the player wins; if the quantity of the target element changes from the first quantity to the second quantity within the preset time, the game result is displayed as the player loses, where the first quantity is different from the second quantity. For example, the first quantity is 4 and the second quantity is 1.
[0167] Exemplarily, when the appearance feature of the target element is the brightness, if the brightness of the target element remains unchanged within the preset time, the game result is displayed as the player wins; if the brightness of the target element changes from the first brightness to the second brightness within the preset time, the game result is displayed as the player loses, where the first brightness is different from the second brightness. For example, the first brightness is greater than the second brightness.
[0168] It should be noted that the result determination requirements, the element attributes of the target element, and the types of game results can be arbitrary. The above descriptions are only for examples, and this embodiment does not limit this.
[0169] In summary, the method provided by the present application simultaneously displays the first virtual object controlled by the player account and the second virtual object controlled by the system in the virtual scene, so that the first virtual object and the second virtual object can interact with each other, thereby improving the fun of the player in the game process. The second virtual object moves along the planned path. When the search condition is met between the first virtual object and the second virtual object, the second virtual object deviates from the planned path to search for the first virtual object, thereby enriching the action performance of the second virtual object in the virtual scene. When the search duration reaches the duration threshold, the second virtual object is displayed to resume action and continue to move toward the target element along the planned path, thereby ensuring the smooth progress of the game process. Compared with the search method in the related art in which the second virtual object continues to search for the first virtual object until one party is defeated, the pressure and operation time of the player controlling the first virtual object to counterattack can be reduced while ensuring the fun of the game, thereby improving the player's experience. By setting the search duration, the screen ratio of the second virtual object when it is simply moving along the planned path can be increased, and the screen ratio of the search behavior that is more complex than the moving behavior can be reduced, thereby avoiding consuming too many computing resources.
[0170] The above embodiments are mainly described by taking the existence of a player virtual object in a virtual scene as an example. However, in games or applications such as tower defense games, the number of virtual objects controlled by the player account and the number of virtual objects controlled by the system can be arbitrary. Since the search conditions of the second virtual object include multiple types, and the second virtual object can only search for one virtual object at a time, in some embodiments, if there are multiple virtual objects that meet different search conditions, the search target and search situation selected by the second virtual object need to be further determined according to the type of search conditions that each virtual object meets. Therefore, in this embodiment, Set priorities and provide the coping logic for the second virtual object during enemy detection On the basis of the illustrated embodiment, an example is given in which the virtual scene further includes a third virtual object, wherein the third virtual object is a virtual object controlled by an account.
[0171] Figure 7 It is a flowchart of a method for displaying a virtual object provided by another exemplary embodiment of the present application, which includes the following steps.
[0172] Step 610: Display the first virtual object, the second virtual object, and the third virtual object in the virtual scene.
[0173] Among them, the first virtual object and the third virtual object are virtual objects controlled by the account, which can also be called player virtual objects, and the second virtual object is a virtual object controlled by the system. The second virtual object moves along the planned path to the target element in the virtual scene.
[0174] Among them, the first virtual object and the third virtual object can be virtual objects controlled by different accounts or virtual objects controlled by the same account. There is a cooperation relationship between the first virtual object and the third virtual object, and both of them can initiate interactions or perform other actions on the second virtual object.
[0175] Step 620, when the distance between the first virtual object and the second virtual object is less than or equal to the first distance threshold and there is no attack event between the first virtual object and the second virtual object, based on the situation that there is an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object, display that the second virtual object deviates from the planned path to target the first virtual object.
[0176] Optionally, the target acquisition conditions for triggering the second virtual object to target the first virtual object include but are not limited to the following.
[0177] (1) The distance between the player virtual object and the second virtual object is less than or equal to the first distance threshold;
[0178] (2) The player virtual object launches an attack on the second virtual object, and the distance between the player virtual object that launches the attack and the second virtual object is less than or equal to the second distance threshold.
[0179] Among them, the priority of the above target acquisition condition (2) is greater than that of target acquisition condition (1), that is, at the current moment, if there is a virtual object A that satisfies target acquisition condition (1) and there is another virtual object B that satisfies target acquisition condition (2), then the second virtual object preferentially targets virtual object B.
[0180] At the current moment, if there is a virtual object A that satisfies target acquisition condition (1) and there is another virtual object B that also satisfies target acquisition condition (1), then the virtual object closer to the third virtual object is used as the target acquisition target.
[0181] Optionally, when the distance between the first virtual object and the second virtual object is less than or equal to the first distance threshold, the third virtual object and the second virtual object may also meet the target acquisition conditions. The target acquisition situations of the second virtual object include the following.
[0182] 1. In response to an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being greater than the second distance threshold, display that the second virtual object deviates from the planned path to target the first virtual object;
[0183] Among them, the first distance threshold is less than the second distance threshold.
[0184] Optionally, the first distance threshold is 10 unit distances, and the second distance threshold is 20 unit distances. The ranges obtained by taking the position of the second virtual object in the virtual scene as the center and the first distance threshold and the second distance threshold as the radii respectively are the field of view ranges for triggering the second virtual object to search for enemies.
[0185] Exemplarily, at the current moment, the distance between the first virtual object and the second virtual object is 5 unit distances, meeting the enemy search condition (1); the distance between the second virtual object and the third virtual object is 30 unit distances, and the third virtual object launches an attack on the second virtual object, not meeting the enemy search condition (2). Therefore, the process of the second virtual object searching for the first virtual object is displayed.
[0186] 2. In response to there being no attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being greater than or equal to the distance between the first virtual object and the second virtual object, display the second virtual object deviating from the planned path to search for the first virtual object;
[0187] Exemplarily, at the current moment, the distance between the first virtual object and the second virtual object is 5 unit distances, meeting the enemy search condition (1); the distance between the second virtual object and the third virtual object is 11 unit distances, and the third virtual object does not launch an attack on the second virtual object, meeting the enemy search condition (1), but the distance between the third virtual object and the second virtual object is greater than the distance between the first virtual object and the second virtual object. Therefore, the process of the second virtual object searching for the first virtual object is displayed.
[0188] In some embodiments, both the first virtual object and the third virtual object meet the enemy search conditions. According to the priority of the enemy search conditions, the second virtual object may also search for the third virtual object.
[0189] 3. In response to there being an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being less than or equal to the second distance threshold, display the second virtual object deviating from the planned path to search for the third virtual object;
[0190] Exemplarily, at the current moment, the distance between the first virtual object and the second virtual object is 5 unit distances, meeting the enemy search condition (1); the distance between the second virtual object and the third virtual object is 11 unit distances, and the third virtual object launches an attack on the second virtual object, meeting the enemy search condition (2). Therefore, the process of the second virtual object searching for the third virtual object is displayed.
[0191] 4. In response to the absence of an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being less than the distance between the first virtual object and the second virtual object, display that the second virtual object deviates from the planned path to target the third virtual object.
[0192] Exemplarily, at the current moment, the distance between the first virtual object and the second virtual object is 5 unit distances, meeting the target acquisition condition (1); the distance between the second virtual object and the third virtual object is 4 unit distances, and the third virtual object has not launched an attack on the second virtual object, meeting the target acquisition condition (1), but the distance between the third virtual object and the second virtual object is less than the distance between the first virtual object and the second virtual object. Therefore, display the process of the second virtual object targeting the third virtual object.
[0193] In some embodiments, if multiple virtual objects launch attacks on the second virtual object, and the distances between the virtual objects that launch attacks on the second virtual object and the second virtual object are all less than the second distance threshold, then the second virtual object can target one of the virtual objects.
[0194] For example, virtual object A launches an attack on the second virtual object at the first moment, and virtual object B launches an attack on the second virtual object at the second moment, and the first moment is earlier than the second moment, then the second virtual object targets virtual object A.
[0195] For example, virtual object A and virtual object B simultaneously launch attacks on the second virtual object at the first moment. The distance between virtual object A and the second virtual object is the first distance, and the distance between virtual object B and the second virtual object is the second distance. The first distance is less than the second distance, then the second virtual object targets virtual object A.
[0196] It should be noted that the method for determining the target acquisition object can be arbitrary. The above content is described by taking the distance between the player virtual object and the NPC virtual object and the moment when the player virtual object launches an attack on the NPC virtual object as examples, and this embodiment does not limit this.
[0197] When the distance between the first virtual object and the second virtual object is less than or equal to the first distance threshold, considering that there may be other virtual objects in the virtual scene that meet the target acquisition conditions with the second virtual object, for the target acquisition condition (1) based on distance and the target acquisition condition (2) based on attack in the target acquisition conditions Figure 7 Avoid the second virtual , it can improve the fun of the player controlling the virtual object.
[0198] Schematically, as object from frequently changing the enemy detection target shown, Reduce the computerIt is a schematic diagram of the targeting logic when a second virtual object targets a first virtual object. Taking the example of multiple virtual objects existing in a virtual scene, the first virtual object and the third virtual object are virtual objects controlled by players, and the second virtual object is an NPC virtual object controlled by the system.
[0199] Targeting logic 700:
[0200] 1. If there is an attack event between the first virtual object and the second virtual object at the current moment, determine the targeting target of the second virtual object based on the distance between the first virtual object and the second virtual object.
[0201] 1.1 If the distance between the first virtual object and the second virtual object is less than the second distance threshold, the targeting condition is met between the first virtual object and the second virtual object. At this time, further determine whether the targeting condition is met between the third virtual object and the second virtual object;
[0202] 1.1.1 If there is also an attack event between the third virtual object and the second virtual object at the current moment, and the distance between the third virtual object and the second virtual object is less than the distance between the first virtual object and the second virtual object, display that the second virtual object targets the third virtual object;
[0203] 1.1.2 If there is also an attack event between the third virtual object and the second virtual object at the current moment, and the distance between the third virtual object and the second virtual object is greater than the distance between the first virtual object and the second virtual object, display that the second virtual object targets the first virtual object;
[0204] 1.1.3 If there is no attack event between the third virtual object and the second virtual object at the current moment, regardless of whether the distance between the third virtual object and the second virtual object is greater than the distance between the first virtual object and the second virtual object, display that the second virtual object targets the first virtual object;
[0205] 1.2 If the distance between the first virtual object and the second virtual object is greater than the second distance threshold, the targeting condition is not met between the first virtual object and the second virtual object. At this time, the second virtual object does not target the first virtual object.
[0206] 2. If there is no attack event between the first virtual object and the second virtual object at the current moment, determine the targeting target of the second virtual object based on the distance between the first virtual object and the second virtual object.
[0207] 2.1 If the distance between the first virtual object and the second virtual object is less than the first distance threshold, the targeting condition is met between the first virtual object and the second virtual object. At this time, further determine whether the targeting condition is met between the third virtual object and the second virtual object;
[0208] 2.1.1 If the distance between the third virtual object and the second virtual object is less than the distance between the first virtual object and the second virtual object, regardless of whether there is an attack event between the third virtual object and the second virtual object, it is shown that the second virtual object targets the third virtual object;
[0209] 2.1.2 If the distance between the third virtual object and the second virtual object is greater than the distance between the first virtual object and the second virtual object, and the distance between the third virtual object and the second virtual object is less than the first distance threshold, then determine the target of the second virtual object's target acquisition according to whether there is an attack event between the third virtual object and the second virtual object;
[0210] 2.1.2.1 If there is an attack event between the third virtual object and the second virtual object, it is shown that the second virtual object targets the third virtual object;
[0211] 2.1.2.2 If there is no attack event between the third virtual object and the second virtual object, it is shown that the second virtual object targets the first virtual object;
[0212] 2.2 If the distance between the first virtual object and the second virtual object is less than the first distance threshold, then the condition for target acquisition between the first virtual object and the second virtual object is not met. At this time, the second virtual object does not target the first virtual object.
[0213] Step 630, when the target acquisition duration of the second virtual object for the first virtual object reaches the duration threshold, in response to the condition for target acquisition between the second virtual object and the third virtual object not being met, it is shown that the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene.
[0214] When the target acquisition duration of the second virtual object for the first virtual object reaches the duration threshold, the second virtual object stops targeting the first virtual object. At this time, if the condition for target acquisition between the second virtual object and the third virtual object is met, the second virtual object will target the third virtual object; if the condition for target acquisition between the second virtual object and the third virtual object is not met, the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene.
[0215] In some embodiments, if the target acquisition duration of the second virtual object for the first virtual object does not reach the duration threshold, even if there are other virtual objects (such as the third virtual object) that meet the condition for target acquisition with the second virtual object during the target acquisition process, the second virtual object still targets the first virtual object until the target acquisition duration reaches the duration threshold and this target acquisition ends.
[0216] Optionally, when the third virtual object meets the enemy detection condition with the second virtual object, in response to the fact that the enemy detection duration of the second virtual object for the first virtual object has not reached the duration threshold, keep displaying that the second virtual object deviates from the planned path to detect the first virtual object.
[0217] When there are multiple virtual objects that meet the enemy detection condition with the second virtual object successively, it is possible to Resources Consumption , Improve the movement efficiency of the second virtual object control the enemy detection of the second virtual object and the corresponding screen display when Save computing resources Figure 8 . Limit the enemy detection duration, and end the current enemy detection when the enemy detection duration reaches the duration threshold, and re-enter the enemy detection judgment process, which can prevent the second virtual object from continuously detecting different virtual objects, enable the second virtual object to return to the planned path in time, and promote the game process.
[0218] Optionally, taking the case where the second virtual object and the third virtual object do not meet the enemy detection condition as an example, it is shown on the terminal screen that the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene.
[0219] Optionally, the planned path includes multiple sub-paths, and the multiple sub-paths include the first sub-path, where the sub-path is used to indicate the path for the second virtual object to move towards the target element in the virtual scene. The end position of each sub-path is the position where the target element is located.
[0220] Setting multiple sub-paths can provide more optional paths for the movement of the second virtual object. When the second virtual object is in different positions, it can choose a more suitable sub-path to move, Figure 8 , so that the second virtual object can avoid passing through the same section repeatedly, Figure 9 .
[0221] In response to the distance between the position of the second virtual object after the end of enemy detection and the first sub-path meeting the sub-path selection requirement, display that the second virtual object resumes moving to the first sub-path and moves along the first sub-path towards the target element in the virtual scene.
[0222] Before the second virtual object conducts enemy detection, it will move according to the default sub-path in the planned path. After the second virtual object conducts enemy detection, its position may change. Therefore, when the second virtual object resumes moving to the planned path, it can select a target sub-path that meets the sub-path requirements from multiple sub-paths and move along the target sub-path towards the target element.
[0223] Optionally, the sub-path selection requirement is to determine the sub-path closest to the second virtual object as the target sub-path.
[0224] There are multiple refresh locations for the second virtual objects in the virtual scene. Each refresh location generates a preset number of second virtual objects at fixed moments. The second virtual objects generated at the refresh location will move along the sub-path that is the closest to the refresh location among multiple sub-paths.
[0225] Exemplarily, the virtual scene includes refresh location A and refresh location B. Starting from 00:00, refresh location A refreshes 10 second virtual objects every 10 minutes, and refresh location B refreshes 15 second virtual objects every 10 minutes. Among them, the planned path includes 5 sub-paths: the first sub-path, the second sub-path, the third sub-path, the fourth sub-path, and the fifth sub-path.
[0226] The sub-path closest to refresh location A is the fourth sub-path, and the sub-path closest to refresh location B is the fifth sub-path. Then, the second virtual objects generated at refresh location A will move along the fourth sub-path towards the target element, and the second virtual objects generated at refresh location B will move along the fifth sub-path towards the target element.
[0227] Taking the second virtual objects generated at refresh location A as an example, after the second virtual objects finish target acquisition, their position is closest to the first sub-path. Then it is shown that the second virtual objects resume movement to the first sub-path and move along the first sub-path towards the target element in the virtual scene.
[0228] Schematically, as Figure 9 shown, Figure 9 is a schematic diagram of a second virtual object moving along the first sub-path.
[0229] The virtual scene 800 includes a refresh location 810 and five planned sub-paths, namely the first sub-path 801, the second sub-path 802, the third sub-path 803, the fourth sub-path 804, and the fifth sub-path 805. The second virtual object 820 is the virtual object generated at the refresh location 810. The refresh location 810 is closest to the second sub-path 802. Therefore, the second virtual object 820 first moves along the second sub-path 802 towards the target element 830.
[0230] During the movement, the second virtual object 820 conducts target acquisition. After the target acquisition is completed, the position of the second virtual object 820 is closest to the fourth sub-path 804. Then the second virtual object 820 moves along the fourth sub-path 804 towards the target element 830 in the virtual scene 800.
[0231] Step 640, when the virtual scene meets the result determination requirements, display the game result based on the target element.
[0232] Optionally, the target element has element attributes, which include the performance characteristics of the target element in the virtual scene; when the virtual scene meets the result determination requirements, the game result is displayed based on the element attributes of the target element.
[0233] Optionally, the element attributes of the target element include, but are not limited to: the position of the target element in the virtual scene, whether the target element is damaged, the virtual object to which the target element belongs, the appearance characteristics of the target element (such as the color, shape, volume, height, quantity, brightness, etc. of the target element), the name of the target element, etc. Among them, the target element in the virtual scene can be a target jointly guarded by virtual objects controlled by multiple player accounts, or a target jointly guarded by virtual objects controlled by one player account.
[0234] Optionally, the result determination requirement means that the target element in the virtual scene is not damaged within a preset time.
[0235] When the element attributes of the target element indicate that the target element is not damaged within the preset time, the game result is displayed as the player wins; when the element attributes of the target element indicate that the target element is damaged within the preset time, the game result is displayed as the player loses.
[0236] To more intuitively show the judgment logic of the second virtual object taking into account marching (referring to the second virtual object moving along the planned path towards the target element) and enemy detection in the virtual scene, please refer to Figure 10 , Enrich the action performance of the second virtual object which is a schematic diagram of the response logic when the second virtual object has an enemy detection behavior while moving along the planned path.
[0237] As Picture shown, the response logic includes the following three parts: (1) Attack enemy detection logic 910: the logic for detecting enemies when the second virtual object is attacked; (2) Distance enemy detection logic 920: the logic for detecting enemies when the distance between the second virtual object and the virtual object meets the enemy detection conditions; (3) Marching logic 930: the logic for resuming moving along the planned path when the distance between the second virtual object and any virtual object does not meet the enemy detection conditions.
[0238] First, determine whether the second virtual object is attacked by the player's virtual object. If it is attacked, enter the attack enemy detection logic 910. If it is not attacked, further determine whether there is a player's virtual object within the field of view of the second virtual object; if there is, and the player's virtual object is within the distance enemy detection range of the second virtual object (that is, the distance between the second virtual object and the player's virtual object is less than or equal to the first distance threshold), enter the distance enemy detection logic 920; if there is no player's virtual object or the player's virtual object is outside the distance enemy detection range of the second virtual object, enter the marching logic 930.
[0239] Attack target acquisition logic 910: Determine whether the attack target (the player virtual object that attacks the second virtual object) is within the attack target acquisition range of the second virtual object, that is, determine whether the distance between the attack target and the second virtual object is less than or equal to the second distance threshold. If the distance between the attack target and the second virtual object is less than or equal to the second distance threshold, determine whether the second virtual object currently has a target acquisition target. If there is no target acquisition target currently, directly acquire the target for the attack target; if there is already a target acquisition target currently, continue to determine whether it is currently in the target acquisition target replacement CD.
[0240] Among them, the target acquisition target replacement CD means that after any target acquisition occurs, if there is a target that needs to be acquired currently, after the target acquisition duration for this target reaches the duration threshold, it will be replaced; if there is no target that needs to be acquired, it will be replaced immediately. The target acquisition target replacement CD enables the second virtual object not to frequently replace the target acquisition target during the process of acquiring a target for a certain virtual object. For example, during the process of the second virtual object acquiring a target for the first virtual object, if the target acquisition duration has not reached the duration threshold and there is also a third virtual object that meets the target acquisition conditions with the second virtual object, the second virtual object will not stop acquiring the target for the first virtual object, but will re - judge the target acquisition after the target acquisition duration reaches the duration threshold. If when the second virtual object finishes acquiring the target for the first virtual object, the third virtual object and the second virtual object still meet the target acquisition conditions, the second virtual object will acquire the target for the third virtual object.
[0241] If the second virtual object is in the target acquisition target replacement CD, continue to acquire the target for the current target acquisition target; if the second virtual object is not in the target acquisition target replacement CD, acquire the target for the attack target.
[0242] When the second virtual object acquires the target for the attack target, determine whether the target acquisition duration reaches the duration threshold. If it reaches, end this target acquisition and re - enter a new round of target acquisition judgment process; if it does not reach, continue to acquire the target. During the target acquisition process, it is necessary to continuously judge whether the attack target is lost, that is, determine whether the distance between the attack target and the second virtual object reaches the third distance threshold. If it reaches, it means the attack target is lost and end this target acquisition; if it does not reach, continue to acquire the target for the attack target until the duration reaches the duration threshold and end this target acquisition.
[0243] Distance enemy detection logic 920: Determine whether there is a player virtual object within the field of view of the second virtual object. If so, determine whether the player virtual object is within the distance enemy detection range of the second virtual object (i.e., the distance between the second virtual object and the player virtual object is less than or equal to the first distance threshold). If the distance between the second virtual object and the player virtual object is greater than the first distance threshold, end the current enemy detection process. If the distance between the second virtual object and the player virtual object is less than or equal to the first distance threshold, further determine whether the second virtual object currently has an enemy detection target. If there is no current enemy detection target, directly perform enemy detection on the player virtual object. If there is a current enemy detection target, continue to determine whether it is currently in the cooldown period for changing the enemy detection target.
[0244] If the second virtual object is in the cooldown period for changing the enemy detection target, continue to perform enemy detection on the current enemy detection target. If the second virtual object is not in the cooldown period for changing the enemy detection target, perform enemy detection on the player virtual object.
[0245] During the process of performing enemy detection on the player virtual object, it is necessary to continuously determine whether the player virtual object is lost, that is, determine whether the distance between the player virtual object and the second virtual object reaches the third distance threshold. If it reaches, it means the player virtual object is lost and end the current enemy detection. If it does not reach, continue to perform enemy detection on the player virtual object until the duration reaches the duration threshold and end the current enemy detection.
[0246] Marching logic 930: Determine whether the second virtual object has deviated from the planned path. If not, continue to move along the planned path towards the target element. If it has deviated, select a sub-path that meets the sub-path selection requirements from the planned path as the target sub-path. The second virtual object returns to the target sub-path and moves along the target sub-path towards the target element. Exemplarily, the sub-path selection requirement means determining the sub-path closest to the position of the second virtual object as the target sub-path.
[0247] In summary, the method provided by the present application simultaneously displays the first virtual object controlled by the player account and the second virtual object controlled by the system in the virtual scene, so that the first virtual object and the second virtual object can interact with each other, thereby improving the fun of the player in the game process. The second virtual object moves along the planned path. When the search condition is met between the first virtual object and the second virtual object, the second virtual object deviates from the planned path to search for the first virtual object, thereby enriching the action performance of the second virtual object in the virtual scene. When the search duration reaches the duration threshold, the second virtual object is displayed to resume action and continue to move toward the target element along the planned path, thereby ensuring the smooth progress of the game process. Compared with the search method in the related art in which the second virtual object continues to search for the first virtual object until one party is defeated, the pressure and operation time of the player controlling the first virtual object to counterattack can be reduced while ensuring the fun of the game, thereby improving the player's experience. By setting the search duration, the screen ratio of the second virtual object when it is simply moving along the planned path can be increased, and the screen ratio of the search behavior that is more complex than the moving behavior can be reduced, thereby avoiding consuming too many computing resources.
[0248] The player can set an obstacle element in the planned path of the second virtual object to interfere with the movement of the second virtual object. When the second virtual object encounters an obstacle element while moving toward the target element along the planned path, the player can choose to walk around the obstacle element. In some embodiments, the second virtual object itself has a certain height and volume, and the walkable height of the obstacle element is lower than the height of the second virtual object, so the second virtual object cannot directly pass through the obstacle element. Alternatively, the obstacle element itself has a certain length or a closed structure (for example, the obstacle element is a wall element), so the second virtual object cannot walk around it. In this case, the obstacle can be jumped over. The picture is smoother and the quality of the game picture is improved The method flow chart of a second virtual object jumping over an obstacle element includes the following steps.
[0249] Step 1010: Display the second virtual object moving along the planned path toward the target element in the virtual scene.
[0250] Optionally, the planned path includes a plurality of sub-paths, each sub-path being used to indicate a path for the second virtual object to move toward a target element in the virtual scene. The planned path includes a first sub-path.
[0251] Exemplarily, there are multiple refresh locations of the second virtual object in the virtual scene, and each refresh location will generate a preset number of second virtual objects at a fixed time. The second virtual object generated at the refresh location will select a subpath closest to the refresh location from multiple subpaths to move.
[0252] If the refresh location corresponding to the second virtual object is closest to the first sub-path in the planned path, the second virtual object moves along the first sub-path towards the target element in the virtual scene.
[0253] Optionally, the types of target elements include, but are not limited to: (1) Prop elements, such as virtual props with an attack function; (2) Building elements, such as home buildings created by players or the system; (3) Object elements, such as target virtual objects controlled by players or the system; (4) Target areas in the virtual scene, etc.
[0254] Step 1020, in response to the presence of an obstacle element in the planned path and the obstacle element meeting the obstacle crossing requirements, display the second virtual object crossing the obstacle element along a jump trajectory.
[0255] Optionally, the obstacle element has a passable attribute, which is used to indicate the passable situation of the obstacle element for virtual objects. When the passable attribute of the obstacle element meets the obstacle crossing requirements, display the second virtual object crossing the obstacle element along a jump trajectory.
[0256] Optionally, the passable attributes of the obstacle element include, but are not limited to: the passing height of the obstacle element, the length of the obstacle element, the floor area of the obstacle element in the virtual scene, the elasticity of the obstacle element (referring to the function of the obstacle element to bounce the virtual object and the distance the virtual object moves after being bounced by the obstacle element), the deformation ability of the obstacle element (referring to the ability of the obstacle element to change its shape), etc.
[0257] Among them, the obstacle crossing requirements include at least one of the height of the second virtual object reaching the passing height of the obstacle element and the time taken for the second virtual object to bypass the obstacle element reaching the detour time threshold. The crossing trajectory is determined based on the distance between the second virtual object and the obstacle element and the height of the obstacle element.
[0258] In some embodiments, the obstacle crossing requirements further include: (1) when the distance between the second virtual object and the obstacle element is less than a preset bounce trigger distance, the obstacle element bounces the second virtual object by a preset distance; for example, when the distance between the second virtual object and the obstacle element is 1 meter, the obstacle element bounces the second virtual object by 5 meters; (2) when the distance between the second virtual object and the obstacle element does not meet the deformation requirement, the shape of the obstacle element is linear, and when the distance between the second virtual object and the obstacle element meets the deformation requirement, the obstacle element changes its shape to a closed circle and encloses the second virtual object, where the deformation requirement means that the distance between the second virtual object and the obstacle element is less than a preset threshold; for example, the preset threshold is 2 meters, and when the distance between the second virtual object and the obstacle element is less than 2 meters, the obstacle element changes from a linear shape to a closed circle and encloses the second virtual object.
[0259] Based on the obstacle element, set the obstacle crossing requirements to determine a more suitable way for the second virtual object to cross the obstacle. Figure 11 Provide a jumping method so that when the second virtual object crosses the obstacle Figure 11 Can .
[0260] Optionally, the types of obstacle elements include but are not limited to: (1) prop elements, such as virtual props with a certain volume or height: trap props, three-dimensional cube props; (2) building elements, such as buildings created by players or the system with a certain height, length, or volume: fences, buildings, etc.
[0261] Exemplarily, the obstacle crossing requirement is that the height of the second virtual object reaches the passage height of the obstacle element. Taking the obstacle element as a fence as an example, there is a door in the fence for the virtual object to pass through, and the height of the door is 4 meters, that is, the passage height of the obstacle element is 4 meters, and the height of the second virtual object is 5 meters. Since the height of the second virtual object is greater than the passage height of the obstacle element, it is shown that the second virtual object crosses the obstacle element along the jumping trajectory.
[0262] Exemplarily, the obstacle crossing requirement is that the time taken for the second virtual object to bypass the obstacle element reaches the detour time threshold. Taking the time threshold as 10 seconds and the obstacle element as a fence as an example, the length of the fence is 50 meters, and the moving speed of the second virtual object is 2 m / s. The time required for the second virtual object to bypass the fence is 25 seconds, reaching the time threshold, so it is shown that the second virtual object crosses the obstacle element along the jumping trajectory.
[0263] Exemplarily, as Avoid shown, Consume too much time is a schematic diagram of a second virtual object crossing an obstacle element.
[0264] In the virtual scene 1100, there are a first virtual object 1101 and a second virtual object 1102. When the second virtual object 1102 moves along the planned path, there is an obstacle element 1111 in the planned path. The passing height of the obstacle element 1111 is 4 meters, the height of the first virtual object 1101 is 2 meters, and the height of the second virtual object 1102 is 5 meters. Therefore, the first virtual object 1101 can directly pass through the obstacle element 1111, while the second virtual object 1102 cannot directly pass through the obstacle element 1111.
[0265] Display the second virtual object 1102 jumping over the obstacle element 1111 along the jumping trajectory 1120.
[0266] Optionally, the jumping trajectory is determined based on the height of the obstacle element and the position of the second virtual object. If the height of the obstacle element is X meters and the straight-line distance between the second virtual object and the obstacle element is Y meters, then an elliptical trajectory is constructed with 2X meters and 2Y meters as the long radius and short radius respectively, and the center of the obstacle element as the center of the circle, and the second virtual object is displayed jumping over the obstacle element along the elliptical trajectory.
[0267] Exemplarily, if the height of the obstacle element is 4 meters and the straight-line distance between the second virtual object and the obstacle element is 2 meters, then an elliptical trajectory is constructed in a plane perpendicular to the ground of the virtual scene with 2*4 = 8 meters and 2*2 = 4 meters as the long radius and short radius respectively, and the center of the obstacle element as the center of the circle.
[0268] It should be noted that the method for determining the jumping trajectory can be arbitrary, the shape of the jumping trajectory can be arbitrary, and the obstacle crossing requirements when the second virtual object crosses the obstacle element can be arbitrary. This embodiment does not limit this.
[0269] Step 1030, in response to the existence of an obstacle object at the end position of the jumping trajectory, display the second virtual object pushing away the obstacle object and reaching the end position.
[0270] Among them, the obstacle object includes at least one of a virtual object and an obstacle element.
[0271] Optionally, the obstacle object includes a virtual object controlled by a player account and an NPC virtual object controlled by the system.
[0272] Since both the NPC virtual object and the player virtual object can move in the virtual scene, the real-time positions of the NPC virtual object and the player virtual object may change at any time. In some embodiments, when the second virtual object is about to reach the end position while jumping along the jumping trajectory, there is likely to be a player virtual object or an NPC virtual object. At this time, display the second virtual object pushing away the obstacle object and reaching the end position.
[0273] Among them, the distance that the pushed obstacle object moves can be arbitrary. For example, if the volume of the obstacle object is smaller than the volume of the second virtual object, the distance that the obstacle object is pushed is twice its own height.
[0274] When there is an obstacle object in the crossing trajectory, causing the second virtual object to push the obstacle object during the crossing process, Improve the performance tension of the second virtual object Figure 12 When the second virtual object fails to cross or re-plans the jumping trajectory Figure 12 , Figure 13 Figure 13 , enabling the game process to proceed smoothly.
[0275] Schematically, as Figure 13 shown, Figure 14 is a schematic diagram of a second virtual object pushing an obstacle object.
[0276] There is an obstacle object 1220 in the virtual scene 1210. The obstacle object 1220 is located on the first side of the obstacle element 1230, and the second virtual object 1222 is located on the second side of the obstacle element 1230. After the second virtual object 1222 crosses the obstacle element 1230, its end position coincides with the position of the obstacle object 1220, and the second virtual object 1222 pushes the obstacle object 1220.
[0277] To more intuitively describe the response logic of the second virtual object when facing different types of obstacle elements, please refer to Figure 14 , Figure 15 is a schematic diagram of the judgment logic of the second virtual object when dealing with obstacle elements, as Figure 16 shown.
[0278] The obstacle element response logic 1300 is as follows:
[0279] When the second virtual object encounters an obstacle element during the movement along the planned path, when the distance between the second virtual object and the obstacle element is the first distance, it starts to judge whether the second virtual object can bypass the obstacle element by moving.
[0280] Exemplarily, the first distance is 3 meters. When the distance between the second virtual object and the obstacle element is 3 meters, it is determined whether the second virtual object can bypass the obstacle element. In some embodiments, although the second virtual object can bypass the obstacle element, the element attributes such as the length or volume of the obstacle element are different, and the time taken for the second virtual object to bypass the obstacle element is relatively long. At this time, it can be further determined whether the time taken to bypass the obstacle element reaches the first time. If it reaches, it can also be determined that the second virtual object cannot bypass the obstacle element by moving. For example, the first time is 10 seconds. If it is determined that it takes 15 seconds for the second virtual object to bypass the obstacle element by moving, it is determined that the second virtual object cannot bypass the obstacle element by moving.
[0281] If the second virtual object can bypass the obstacle element by moving, the second virtual object bypassing the obstacle element by moving is directly displayed; if the second virtual object cannot bypass the obstacle element by moving, it is determined to use the jumping method to cross the obstacle element. At this time, it is necessary to further determine the jumping point / jumping trajectory of the second virtual object. The jumping point includes, but is not limited to, the starting point position of the jumping trajectory, the fixed point position in the air, and the ending point position on the ground.
[0282] After determining the jumping point, the second virtual object is displayed jumping along the jumping point / jumping trajectory to the fixed point position in the air and the ending point position on the ground. After the jump ends, the second virtual object successfully crosses the obstacle element.
[0283] Among them, when the second virtual object reaches the ending point position on the ground, it will push away all obstacle objects.
[0284] In some embodiments, if the obstacle object at the ending point position is an obstacle element, when the second virtual object jumps along the jumping trajectory to the ending point position, it can also be displayed that the second virtual object destroys the obstacle object and reaches the ending point position according to the situation where the second virtual object and the obstacle element meet the obstacle element destruction condition.
[0285] Optionally, the obstacle element destruction conditions include, but are not limited to: (1) the volume of the second virtual object is greater than the volume of the obstacle element; (2) the mass of the second virtual object is greater than the mass of the obstacle element (mass is the product of density and volume); (3) the second virtual object uses a prop element to destroy the obstacle element, such as using a landmine element, etc.
[0286] In summary, the method provided by the present application simultaneously displays the first virtual object controlled by the player account and the second virtual object controlled by the system in the virtual scene, so that the first virtual object and the second virtual object can interact with each other, thereby improving the fun of the player in the game process. The second virtual object moves along the planned path. When the search condition is met between the first virtual object and the second virtual object, the second virtual object deviates from the planned path to search for the first virtual object, thereby enriching the action performance of the second virtual object in the virtual scene. When the search duration reaches the duration threshold, the second virtual object is displayed to resume action and continue to move toward the target element along the planned path, thereby ensuring the smooth progress of the game process. Compared with the search method in the related art in which the second virtual object continues to search for the first virtual object until one party is defeated, the pressure and operation time of the player controlling the first virtual object to counterattack can be reduced while ensuring the fun of the game, thereby improving the player's experience. By setting the search duration, the screen ratio of the second virtual object when it is simply moving along the planned path can be increased, and the screen ratio of the search behavior that is more complex than the moving behavior can be reduced, thereby avoiding consuming too many computing resources.
[0287] Figure 16 is a structural block diagram of a display device for a virtual object provided by an exemplary embodiment of the present application. As shown, the device includes the following parts.
[0288] A virtual object display module 1410, configured to display a first virtual object and a second virtual object in a virtual scene, wherein the first virtual object is a virtual object controlled by an account, and the second virtual object is a virtual object controlled by a system, and the second virtual object moves toward a target element in the virtual scene along a planned path;
[0289] The search display module 1420 is used to display that the second virtual object deviates from the planned path to search for the first virtual object when a search condition is met between the first virtual object and the second virtual object, wherein the search condition is used to indicate that the object triggered by the first virtual object is within the search range of the second virtual object;
[0290] The moving display module 1430 is used to display that the second virtual object resumes its action to the planned path and moves toward the target element in the virtual scene when the search time of the second virtual object reaches a time threshold;
[0291] The game result display module 1440 is used to display the game result based on the target element when the virtual scene meets the result determination requirements.
[0292] In an alternative embodiment, the enemy targeting display module 1420 is further configured to, when the distance between the first virtual object and the second virtual object is less than or equal to a first distance threshold, display that the second virtual object deviates from the planned path to target the first virtual object.
[0293] In an alternative embodiment, the enemy targeting display module 1420 is further configured to, when the first virtual object attacks the second virtual object, display that the second virtual object deviates from the planned path to target the first virtual object based on the distance between the first virtual object and the second virtual object.
[0294] In an alternative embodiment, the enemy targeting display module 1420 is further configured to, when the first virtual object attacks the second virtual object, in response to the distance between the first virtual object and the second virtual object being less than or equal to a second distance threshold, display that the second virtual object deviates from the planned path to target the first virtual object; or,
[0295] when the first virtual object attacks the second virtual object, in response to the distance between the first virtual object and the second virtual object being greater than the second distance threshold, display that the second virtual object moves along the planned path towards the target element in the virtual scene.
[0296] In an alternative embodiment, the virtual scene further includes a third virtual object, and the third virtual object is a virtual object controlled by an account;
[0297] The enemy targeting display module 1420 is further configured to, when the distance between the first virtual object and the second virtual object is less than or equal to the first distance threshold and there is no attack event between the first virtual object and the second virtual object, display that the second virtual object deviates from the planned path to target the first virtual object based on the presence of an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object.
[0298] In an alternative embodiment, the enemy targeting display module 1420 is further configured to, in response to an attack event existing between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being greater than the second distance threshold, display that the second virtual object deviates from the planned path to target the first virtual object, where the first distance threshold is less than the second distance threshold; or,
[0299] In response to there being no attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being greater than or equal to the distance between the first virtual object and the second virtual object, display that the second virtual object deviates from the planned path to target the first virtual object; or,
[0300] In response to there being an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being less than or equal to the second distance threshold, display that the second virtual object deviates from the planned path to target the third virtual object; or,
[0301] In response to there being no attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being less than the distance between the first virtual object and the second virtual object, display that the second virtual object deviates from the planned path to target the third virtual object.
[0302] In an alternative embodiment, the target acquisition display module 1420 is further configured to, when the target acquisition condition is met between the third virtual object and the second virtual object, and in response to the duration of the second virtual object targeting the first virtual object not reaching the duration threshold, maintain the display that the second virtual object deviates from the planned path to target the first virtual object.
[0303] In an alternative embodiment, the movement display module 1430 is further configured to, when the duration of the second virtual object targeting the first virtual object reaches the duration threshold, and in response to the second virtual object and the third virtual object not meeting the target acquisition condition, display that the second virtual object resumes movement to the planned path and moves towards the target element in the virtual scene.
[0304] In an alternative embodiment, the planned path includes multiple sub-paths, and the multiple sub-paths include a first sub-path, where the sub-path is used to indicate the path for the second virtual object to move towards the target element in the virtual scene;
[0305] The movement display module 1430 is further configured to, in response to the distance between the position of the second virtual object after the target acquisition ends and the first sub-path meeting the sub-path selection requirements, display that the second virtual object resumes movement to the first sub-path and moves along the first sub-path towards the target element in the virtual scene.
[0306] In an alternative embodiment, as shown, the device further includes:
[0307] An obstacle crossing display module 1450, configured to display that the second virtual object crosses the obstacle element along a jumping trajectory in response to the presence of an obstacle element in the planned path and the obstacle element meeting the obstacle crossing requirements; wherein, the obstacle crossing requirements include at least one of the height of the second virtual object reaching the passing height of the obstacle element and the time taken for the second virtual object to bypass the obstacle element reaching a detour time threshold, and the crossing trajectory is determined based on the distance between the second virtual object and the obstacle element and the height of the obstacle element.
[0308] In an optional embodiment, after the obstacle crossing display module 1450, the device further includes:
[0309] An obstacle object pushing display module 1460, configured to display that the second virtual object pushes the obstacle object and reaches the end position in response to the presence of an obstacle object at the end position of the jumping trajectory, where the obstacle object includes at least one of a virtual object and an obstacle element.
[0310] In an optional embodiment, the moving display module 1430 is further configured to display that the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene in response to the enemy detection duration of the second virtual object not reaching the duration threshold and the distance between the first virtual object and the second virtual object reaching a third distance threshold.
[0311] In an optional embodiment, the virtual scene further includes a virtual object teleportation element added by the account to which the first virtual object belongs, and the virtual object teleportation element is configured to teleport a virtual object within the teleportation range to a preset distance from the first virtual object;
[0312] The enemy detection display module 1420 is further configured to display that the second virtual object is teleported by the virtual object teleportation element to a preset distance from the first virtual object to perform enemy detection on the first virtual object in response to the second virtual object being within the teleportation range of the virtual object teleportation element.
[0313] In an optional embodiment, the moving display module 1430 is further configured to display the number of enemy detections of the second virtual object when the enemy detection duration of the second virtual object reaches the duration threshold, and the number of enemy detections is used to indicate the number of times the second virtual object performs enemy detection within a historical time period;
[0314] In response to the number of searches reaching a preset search number threshold, the second virtual object is displayed to resume movement to the planned path at a first speed based on the search number threshold, and move toward the target element in the virtual scene; wherein the first speed is positively correlated with the number of searches.
[0315] In an optional embodiment, the mobile display module 1430 is further used to display object attribute information of the second virtual object when the search time of the second virtual object reaches a time threshold, wherein the object attribute information includes the remaining stay time of the second virtual object in the virtual scene and the remaining distance between the second virtual object and the target element;
[0316] In response to the remaining distance and the remaining stay time not meeting a preset moving speed condition, the second virtual object is displayed to resume action to the planned path through a carrying element, and to move toward the target element in the virtual scene; wherein the carrying element is used to carry the second virtual object for movement, and the moving speed of the carrying element is determined based on the remaining distance and the remaining stay time.
[0317] In summary, the device provided by the present application simultaneously displays the first virtual object controlled by the player account and the second virtual object controlled by the system in the virtual scene, so that the first virtual object and the second virtual object can interact with each other, thereby improving the fun of the player in the game process. The second virtual object moves along the planned path. When the search condition is met between the first virtual object and the second virtual object, the second virtual object deviates from the planned path to search for the first virtual object, thereby enriching the action performance of the second virtual object in the virtual scene. When the search duration reaches the duration threshold, the second virtual object is displayed to resume action and continue to move toward the target element along the planned path, thereby ensuring the smooth progress of the game process. Compared with the search method in the related art in which the second virtual object continues to search for the first virtual object until one party is defeated, the pressure and operation time of the player controlling the first virtual object to counterattack can be reduced while ensuring the fun of the game, thereby improving the player's experience. By setting the search duration, the screen ratio of the second virtual object when it is simply moving along the planned path can be increased, and the screen ratio of the search behavior that is more complex than the moving behavior can be reduced, thereby avoiding consuming too many computing resources.
[0318] It should be noted that: The display device of the virtual object provided in the above embodiments is only illustrated by the division of the above functional modules. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the display device of the virtual object provided in the above embodiments and the embodiments of the virtual object display method belong to the same concept. For the specific implementation process, please refer to the method embodiments and will not be elaborated here.
[0319] FIG. shows a structural block diagram of a computer device 1600 provided by an exemplary embodiment of the present application. The computer device 1600 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer or a desktop computer. The computer device 1600 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, etc.
[0320] Generally, the computer device 1600 includes: a processor 1601 and a memory 1602.
[0321] The processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1601 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1601 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1601 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1601 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0322] The memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1602 is used to store at least one instruction for being executed by the processor 1601 to implement the virtual object display method provided in the method embodiments of the present application.
[0323] In some embodiments, the computer device 1600 further includes other components. Those skilled in the art can understand that the structure shown in does not constitute a limitation on the computer device 1600, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0324] Optionally, the computer-readable storage media may include: read-only memory (ROM), random access memory (RAM), solid state drives (SSD), or optical discs, etc. Among them, the random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The serial numbers of the embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0325] The embodiments of the present application further provide a computer device, which includes a processor and a memory. At least one instruction, at least one segment of program, code set or instruction set is stored in the memory, and the at least one instruction, the at least one segment of program, the code set or instruction set is loaded and executed by the processor to implement the virtual object display method as described in any one of the above embodiments of the present application.
[0326] The embodiments of the present application further provide a computer-readable storage media. At least one instruction, at least one segment of program, code set or instruction set is stored in the storage media, and the at least one instruction, the at least one segment of program, the code set or instruction set is loaded and executed by a processor to implement the virtual object display method as described in any one of the above embodiments of the present application.
[0327] The embodiments of the present application further provide a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying a virtual object according to any one of the above embodiments.
[0328] Those of ordinary skill in the art can understand that all or part of the steps for implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk, an optical disc, or the like.
[0329] The above are only optional embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for displaying a virtual object, characterized in that The method includes: Displaying a first virtual object and a second virtual object in a virtual scene, where the first virtual object is a virtual object controlled by an account, the second virtual object is a virtual object controlled by the system, and the second virtual object moves along a planned path towards a target element in the virtual scene; When a target acquisition condition is met between the first virtual object and the second virtual object, displaying the second virtual object deviating from the planned path to acquire the first virtual object, where the target acquisition condition is used to indicate that the object performance triggered by the first virtual object is within the target acquisition range of the second virtual object; When the target acquisition duration of the second virtual object reaches a duration threshold, displaying the second virtual object resuming movement to the planned path and moving towards the target element in the virtual scene; When the virtual scene meets the result determination requirements, displaying a game result based on the target element.
2. The method according to claim 1, wherein The step of, when a target acquisition condition is met between the first virtual object and the second virtual object, displaying the second virtual object deviating from the planned path to acquire the first virtual object includes: When the distance between the first virtual object and the second virtual object is less than or equal to a first distance threshold, displaying the second virtual object deviating from the planned path to acquire the first virtual object.
3. The method according to claim 1, wherein The step of, when a target acquisition condition is met between the first virtual object and the second virtual object, displaying the second virtual object deviating from the planned path to acquire the first virtual object includes: When the first virtual object attacks the second virtual object, based on the distance between the first virtual object and the second virtual object, displaying the second virtual object deviating from the planned path to acquire the first virtual object.
4. The method according to claim 3, wherein The step of, when the first virtual object attacks the second virtual object, displaying the second virtual object deviating from the planned path to acquire the first virtual object based on the distance between the first virtual object and the second virtual object includes: When the first virtual object attacks the second virtual object, in response to the distance between the first virtual object and the second virtual object being less than or equal to a second distance threshold, displaying the second virtual object deviating from the planned path to acquire the first virtual object; or, The method further includes: When the first virtual object attacks the second virtual object, in response to the distance between the first virtual object and the second virtual object being greater than the second distance threshold, displaying the second virtual object moving along the planned path towards the target element in the virtual scene.
5. The method according to claim 2, characterized in that, The virtual scene further includes a third virtual object, and the third virtual object is a virtual object controlled by an account; When the distance between the first virtual object and the second virtual object is less than or equal to a first distance threshold, displaying that the second virtual object deviates from the planned path to target the first virtual object, includes: When the distance between the first virtual object and the second virtual object is less than or equal to the first distance threshold, and there is no attack event between the first virtual object and the second virtual object, based on the situation that there is an attack event between the third virtual object and the second virtual object, and the distance between the third virtual object and the second virtual object, displaying that the second virtual object deviates from the planned path to target the first virtual object.
6. The method according to claim 5, characterized in that, The displaying that the second virtual object deviates from the planned path to target the first virtual object, based on the situation that there is an attack event between the third virtual object and the second virtual object, and the distance between the third virtual object and the second virtual object, includes: In response to there being an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being greater than a second distance threshold, displaying that the second virtual object deviates from the planned path to target the first virtual object, where the first distance threshold is less than the second distance threshold; or, In response to there being no attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being greater than or equal to the distance between the first virtual object and the second virtual object, displaying that the second virtual object deviates from the planned path to target the first virtual object; or, The method further includes: In response to there being an attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being less than or equal to the second distance threshold, displaying that the second virtual object deviates from the planned path to target the third virtual object; or, In response to there being no attack event between the third virtual object and the second virtual object and the distance between the third virtual object and the second virtual object being less than the distance between the first virtual object and the second virtual object, displaying that the second virtual object deviates from the planned path to target the third virtual object.
7. The method according to claim 5, wherein The method further includes: When the third virtual object and the second virtual object meet the target acquisition condition, in response to the target acquisition duration of the second virtual object for the first virtual object not reaching the duration threshold, maintaining the display that the second virtual object deviates from the planned path to target the first virtual object.
8. The method according to claim 5, wherein When the target acquisition duration of the second virtual object reaches the duration threshold, displaying that the second virtual object resumes moving to the planned path and moves towards the target element in the virtual scene, includes: When the enemy detection duration of the second virtual object for the first virtual object reaches the duration threshold, in response to the second virtual object and the third virtual object not meeting the enemy detection condition, display that the second virtual object resumes moving along the planned path and moves towards the target element in the virtual scene.
9. The method according to claim 8, wherein The planned path includes multiple sub-paths, and the multiple sub-paths include a first sub-path, where the sub-path is used to indicate the path for the second virtual object to move towards the target element in the virtual scene; The display that the second virtual object resumes moving along the planned path and moves towards the target element in the virtual scene includes: In response to the distance between the position of the second virtual object after the end of enemy detection and the first sub-path meeting the sub-path selection requirement, display that the second virtual object resumes moving along the first sub-path and moves towards the target element in the virtual scene along the first sub-path.
10. The method according to any one of claims 1 to 9, characterized in that The method further includes: In response to the presence of an obstacle element in the planned path and the obstacle element meeting the obstacle crossing requirement, display that the second virtual object crosses the obstacle element along a jumping trajectory; where the obstacle crossing requirement includes at least one of the height of the second virtual object reaching the passing height of the obstacle element and the time taken for the second virtual object to bypass the obstacle element reaching the detour duration threshold, and the crossing trajectory is determined based on the distance between the second virtual object and the obstacle element and the height of the obstacle element.
11. The method according to claim 10, wherein After the display that in response to the presence of an obstacle element in the planned path, the second virtual object crosses the obstacle element along a jumping trajectory, it further includes: In response to the presence of an obstacle object at the end position of the jumping trajectory, display that the second virtual object pushes away the obstacle object and reaches the end position, where the obstacle object includes at least one of a virtual object and an obstacle element.
12. The method according to any one of claims 1 to 9, characterized in that After the display that when the first virtual object and the second virtual object meet the enemy detection condition, the second virtual object deviates from the planned path to detect the first virtual object, it further includes: In response to the enemy detection duration of the second virtual object not reaching the duration threshold and the distance between the first virtual object and the second virtual object reaching the third distance threshold, display that the second virtual object resumes moving along the planned path and moves towards the target element in the virtual scene.
13. The method according to any one of claims 1 to 9, characterized in that, The virtual scene also includes a virtual object teleportation element added by the account to which the first virtual object belongs, and the virtual object teleportation element is used to teleport virtual objects within the teleportation range to a preset distance from the first virtual object; The display that when the first virtual object and the second virtual object meet the enemy detection condition, the second virtual object deviates from the planned path to detect the first virtual object includes: In response to the second virtual object being within the transmission range of the virtual object transmission element, display that the second virtual object is transmitted by the virtual object transmission element to a preset distance from the first virtual object to engage in target acquisition on the first virtual object.
14. The method according to any one of claims 1 to 9, characterized in that, When the target acquisition duration of the second virtual object reaches the duration threshold, displaying that the second virtual object resumes movement to the planned path and moves towards the target element in the virtual scene includes: When the target acquisition duration of the second virtual object reaches the duration threshold, display the number of target acquisitions of the second virtual object, where the number of target acquisitions is used to indicate the number of times the second virtual object has engaged in target acquisition within a historical time period; In response to the number of target acquisitions reaching a preset target acquisition number threshold, based on the target acquisition number threshold, display that the second virtual object resumes movement to the planned path at a first speed and moves towards the target element in the virtual scene; wherein, the first speed has a positive correlation with the number of target acquisitions.
15. The method according to any one of claims 1 to 9, characterized in that When the target acquisition duration of the second virtual object reaches the duration threshold, displaying that the second virtual object resumes movement to the planned path and moves towards the target element in the virtual scene includes: When the target acquisition duration of the second virtual object reaches the duration threshold, display the object attribute information of the second virtual object, where the object attribute information includes the remaining stay duration of the second virtual object in the virtual scene and the remaining distance between the second virtual object and the target element; In response to the remaining distance and the remaining stay duration not meeting the preset movement speed condition, display that the second virtual object resumes movement to the planned path through a carrying element and moves towards the target element in the virtual scene; wherein, the carrying element is used to carry the second virtual object for movement, and the movement speed of the carrying element is determined based on the remaining distance and the remaining stay duration.
16. A display device for virtual objects, characterized in that, The device includes: A virtual object display module, configured to display a first virtual object and a second virtual object in a virtual scene, where the first virtual object is a virtual object controlled by an account, the second virtual object is a virtual object controlled by the system, and the second virtual object moves along a planned path towards a target element in the virtual scene; A target acquisition display module, configured to display that the second virtual object deviates from the planned path to engage in target acquisition on the first virtual object when the target acquisition condition is met between the first virtual object and the second virtual object, where the target acquisition condition is used to represent that the object performance triggered by the first virtual object is within the target acquisition range of the second virtual object; A movement display module, configured to display that the second virtual object resumes movement to the planned path and moves towards the target element in the virtual scene when the target acquisition duration of the second virtual object reaches the duration threshold; A game result display module, configured to display a game result based on the target element when the virtual scene meets the result determination requirements.
17. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the method for displaying a virtual object as described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that, At least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the method for displaying a virtual object as described in any one of claims 1 to 15.
19. A computer program product, characterized in that, It includes a computer program which, when executed by a processor, implements the method for displaying a virtual object as described in any one of claims 1 to 15.