Virtual object control method and device, equipment and storage medium

By providing virtual object control methods that interfere with perspective switching and interfere with operations in virtual games, the problem that players cannot fully refer to the game situation of other teams is solved, the accuracy and interaction efficiency of game strategies are improved, and resources are saved.

CN120324892APending Publication Date: 2025-07-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410065188.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-16
Publication Date
2025-07-18

AI Technical Summary

Technical Problem

In virtual games, players cannot fully refer to the game situation of other teams, resulting in poor accuracy in executing game strategies, which affects the interaction efficiency between players and virtual scenes.

Method used

A virtual object control method is provided, allowing players to observe their own virtual venue in the first viewing mode and switch to the second viewing mode through the viewing angle switching operation to observe the game progress and competitive behavior of other virtual venues, including using virtual props for viewing angle switching and interference operations.

Benefits of technology

It improves the accuracy of players' execution of game strategies, reduces misoperation, shortens the time of single game games, improves the interaction efficiency between players and virtual scenes, and saves equipment and network resources.

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Abstract

The invention discloses a virtual object control method and device, equipment and a storage medium, and belongs to the technical field of virtual world. The method comprises the steps that in a first view angle mode, a first view angle picture is displayed in a scene interface of a virtual scene, and the first view angle picture is a picture obtained by observing a first virtual site in the virtual scene at a first view angle; the first virtual field is one of at least two virtual fields contained in the virtual scene; each of the at least two virtual sites comprises at least one virtual object; in response to the received first view angle switching operation, switching to a second view angle mode; in the second view angle mode, a second view angle picture is displayed in the scene interface of the virtual scene, and the second view angle picture is a picture obtained by observing a second virtual site in the virtual scene at a second view angle; the second virtual site is the other virtual site except the first virtual site in the at least two virtual sites. The interaction efficiency between the player and the virtual scene can be improved.
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Description

Technical Field

[0001] This application relates to the technical field of virtual worlds, and particularly to a method, apparatus, device, and storage medium for controlling virtual objects. Background Art

[0002] In virtual games, there is a gameplay where multiple players or teams compete in a virtual scene.

[0003] In related technologies, there is a game where one player / team competes with another or multiple players / teams on different virtual venues respectively. For example, players of different teams perform competitive operations using virtual resources / virtual props in their own virtual venues. The team that fails to achieve the goal will have corresponding points / health deducted until the team with remaining points / health wins in the end.

[0004] However, in the solution shown in the above related technologies, players of a team execute corresponding game strategies based on the game situation in the virtual venue where their team is located, and there is less information that can be referred to, resulting in poor accuracy of players' execution of game strategies and affecting the interaction efficiency between players and the virtual scene. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for controlling virtual objects. The technical solutions are as follows:

[0006] According to one aspect of this application, a method for controlling a virtual object is provided. The method includes:

[0007] In the first perspective mode, a first perspective view is displayed on the scene interface of the virtual scene. The first perspective view is a view of the first virtual venue in the virtual scene observed from the first perspective; the virtual scene includes at least two virtual venues, and the first virtual venue is one of the at least two virtual venues; at least one virtual object is included in each of the at least two virtual venues; the virtual objects perform competitive behaviors in their respective virtual venues.

[0008] In response to receiving a first perspective switching operation, switch to the second perspective mode;

[0009] In the second perspective mode, a second perspective view is displayed on the scene interface of the virtual scene. The second perspective view is a view of the second virtual venue in the virtual scene observed from the second perspective; the second virtual venue is another virtual venue among the at least two virtual venues except the first virtual venue.

[0010] According to another aspect of this application, a device for controlling a virtual object is provided. The device includes:

[0011] A first display module, configured to display a first perspective view in a scene interface of a virtual scene in a first perspective mode, where the first perspective view is a view of a first virtual venue in the virtual scene observed from a first perspective; the virtual scene includes at least two virtual venues, and the first virtual venue is one of the at least two virtual venues; at least one virtual object is included in each of the at least two virtual venues; the virtual objects perform competitive behaviors in their respective virtual venues;

[0012] A switching module, configured to switch to a second perspective mode in response to receiving a first perspective switching operation;

[0013] A second display module, configured to display a second perspective view in the scene interface of the virtual scene in the second perspective mode, where the second perspective view is a view of a second virtual venue in the virtual scene observed from a second perspective; the second virtual venue is another virtual venue among the at least two virtual venues except the first virtual venue.

[0014] According to another aspect of the present application, there is provided a computer device, which 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 control method of the virtual object as described in the above aspect.

[0015] According to another aspect of the present application, there is provided a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored, 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 control method of the virtual object as described in the above aspect.

[0016] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions. The computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the control method of the virtual object as described in the above aspect.

[0017] The beneficial effects brought by the technical solution provided by the present application at least include:

[0018] In the first - person perspective mode, the computer device displays a first - person perspective view of the virtual venue in the scene interface; when receiving a first - person perspective switching operation, the computer device switches the first - person perspective mode to the second - person perspective mode; in the second - person perspective mode, the computer device displays a second - person perspective view of the virtual venue in the scene interface. In the above solution, a player corresponding to a virtual object in a virtual venue can switch the first - person perspective to the second - person perspective, that is, switch to the second - person perspective mode, to observe other virtual venues, including virtual objects corresponding to other virtual venues and their competitive behaviors. This is convenient for players to timely grasp the game progress, competitive behaviors, etc. of other teams, and then provide a reference for the players' game strategies, improve the accuracy of the players' execution of game strategies, reduce the players' misoperations, thereby shortening the time consumed in a single game, improving the interaction efficiency between the player and the virtual scene, and saving the consumption of device power resources and network resources. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following - described drawings are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.

[0020] Figure 1 is a schematic diagram of the solution implementation environment provided by an exemplary embodiment of the present application;

[0021] Figure 2 is a flowchart of a control method for a virtual object provided by an exemplary embodiment of the present application;

[0022] Figure 3 is a flowchart of a control method for a virtual object provided by another exemplary embodiment of the present application;

[0023] Figure 4 is a flowchart of a control method for a virtual object provided by still another exemplary embodiment of the present application;

[0024] Figure 5 is a flowchart of a control method for a virtual object provided by yet another exemplary embodiment of the present application;

[0025] Figure 6 is a schematic diagram of the scene interface of the first - person perspective view provided by an exemplary embodiment of the present application;

[0026] Figure 7 is a schematic diagram of the scene interface in the second - person perspective mode provided by an exemplary embodiment of the present application;

[0027] Figure 8It is a schematic diagram of an interference skill interface provided by an exemplary embodiment of the present application;

[0028] Figure 9 It is a schematic diagram of an interference skill interface provided by an exemplary embodiment of the present application;

[0029] Figure 10 It is a schematic diagram of an interference skill interface provided by an exemplary embodiment of the present application;

[0030] Figure 11 It is a flowchart of an implementation of a control method for a virtual object provided by an exemplary embodiment of the present application;

[0031] Figure 12 It is a block diagram of a control device for a virtual object provided by an exemplary embodiment of the present application;

[0032] Figure 13 It is a block diagram of a computer device provided by an exemplary embodiment of the present application.

[0033] The accompanying drawings here are incorporated into the specification and form a part of this specification, showing embodiments consistent with the present application, and are used together with the specification to explain the principles of the present application. Detailed implementation manners

[0034] 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.

[0035] 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 implementation manners described in the following exemplary embodiments do not represent all implementation manners consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0036] The terms used in this disclosure are only for the purpose of describing specific embodiments and are not intended to limit this disclosure. The singular forms "a", "the", and "said" used in this disclosure 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 includes any or all possible combinations of one or more of the associated listed items.

[0037] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) 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 relevant countries and regions. For example, the object behaviors such as attack operations involved in this application are obtained under full authorization.

[0038] It should be understood that although the terms first, second, etc. may be used in this disclosure 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 disclosure, 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".

[0039] First, a brief introduction to the nouns involved in the embodiments of this application is given:

[0040] Tower defense: A gameplay where virtual defense towers are built and / or upgraded to resist the invasion of virtual monsters. If the virtual object or virtual team corresponding to the player fails to successfully resist the invasion of virtual monsters, the corresponding health value will be deducted.

[0041] Interference: The player uses specific skills to interfere with the defense of the opposing team.

[0042] Gold coins: Basic resources (virtual resources) used to purchase virtual items, virtual skills, build and / or upgrade virtual defense towers, etc.

[0043] Attributes: Depending on the types of virtual objects and virtual monsters, each virtual object and virtual monster has different attributes, and different virtual objects and virtual monsters can have the same attribute.

[0044] Please refer to Figure 1 , which shows a schematic diagram of the solution implementation environment provided by an exemplary embodiment of this application. This implementation environment may include: a terminal device 10 and a server 20.

[0045] The terminal device 10 can be an electronic device such as a mobile phone, a tablet computer, a multimedia playback device, a PC (Personal Computer), an intelligent robot, a vehicle-mounted terminal, a wearable device, an AR (Augmented Reality) device, a VR (Virtual Reality) device, an MR (Mixed Reality) device, etc. A client of a target application can be installed in the terminal device 10, and the target application can be, for example, a game application, a social entertainment application, a simulation learning application, a simulation application, etc.

[0046] The target application can be an online application. Exemplarily, for the client of the target application, it can be installed and run in different terminal devices 10 for different users to use. Taking a game application as an example, the game application can be installed and run in different terminal devices 10 in the form of a mobile game (Mobile Game), a PC game (PC Game), a web page, a small program, etc. The target application can also be an offline application or a plug-and-play application, and the embodiments of the present application do not limit this.

[0047] Among them, the game application can be any one of, for example, a Massive Multiplayer Online Role-Playing Game (MMORPG), a casual game, a party game, a sandbox game, a tower defense game, an action adventure game, a Multiplayer Online Battle Arena (MOBA) game, a First-Person Shooting Game (FPS), a multiplayer gunfight survival game, a Third-Person Shooting Game (TPS), a simulation game (SLG), etc., and the embodiments of the present application do not limit this.

[0048] The server 20 is used to provide background services for the client of the target application (such as a game application) in the terminal device 10. For example, the server 20 can be the background server of the above application (such as a game application). The server 20 can be a single server, a server cluster composed of multiple servers, or a cloud computing service center.

[0049] The terminal device 10 and the server 20 can communicate with each other through the network 30. The network 30 can be a wired network or a wireless network.

[0050] Exemplarily, taking a mobile game as an example, a user can start a game level through the client of the mobile game in the terminal device 10. The client shows the virtual environment provided by the game level to the user. The virtual environment includes multiple construction points associated with at least one virtual building. The user can control the virtual object to move into the preview area of a certain construction point to preview the virtual building associated with the construction point. The user can also control the virtual object to move into the construction area of a certain construction point to build the virtual building associated with the construction point in the virtual environment.

[0051] Please refer to Figure 2 , which shows a flowchart of a method for controlling a virtual object provided by an exemplary embodiment of the present application. This method is executed by a computer device. Optionally, the computer device can be Figure 1 the terminal device 10 in the system shown in Figure 1 , or the computer device can also be Figure 1 the server 20 in the system shown in Figure 2 , or the computer device can also include Figure 1 the terminal device 10 and the server 20 in the system shown in Figure 2 . As shown in Figure 2 , this method can include the following steps 210, step 220, and step 230.

[0052] Step 210: In the first perspective mode, display a first perspective view in the scene interface of the virtual scene. The first perspective view is a view of the first virtual venue in the virtual scene observed from the first perspective; the virtual scene contains at least two virtual venues, and the first virtual venue is one of the at least two virtual venues; at least one virtual object is included in each of the at least two virtual venues; the virtual objects perform competitive behaviors in their respective virtual venues.

[0053] Exemplarily, the virtual scene is used to provide a virtual game between different virtual objects; the player controls one or more virtual objects through the user account logged in to the terminal.

[0054] Among them, an application for running or displaying the virtual scene can be installed in the terminal, and the application can display the scene interface of the virtual scene.

[0055] Among them, the virtual venue refers to the environment created for virtual objects to carry out activities, such as a virtual house, a virtual island, a virtual map, etc.

[0056] In the embodiment of the present application, the virtual scene can be divided into multiple virtual venues, and different virtual objects or teams enter different virtual venues and perform competitive behaviors in their respective virtual venues.

[0057] For example, virtual objects in different virtual venues can each play a tower defense game, or virtual objects in different virtual venues can each play other types of games. For example, virtual objects in different virtual venues can each play a shooting Player Versus Environment (PVE) game. At this time, players in different virtual venues can compete to see who can defeat the virtual BOSS first, thus realizing the competitive behavior among players in different virtual venues. The embodiments of the present application do not limit the type of competitive behavior of virtual objects in their respective virtual venues.

[0058] In the embodiments of the present application, in the first-person view mode, the computer device displays a first-person view screen in the scene interface of the virtual scene.

[0059] Among them, the virtual scene includes two or more virtual venues, and one of the virtual venues is the first virtual venue; the view of the first virtual venue from the first-person perspective of the virtual object constitutes the first-person view screen. Optionally, the above first-person perspective can be the perspective of the first virtual object in the first virtual venue (such as the first-person perspective or the third-person perspective (which can also be called the chase-cam perspective)).

[0060] Exemplarily, the first-person view screen is the view of the first virtual venue from the chase-cam perspective of the virtual object. Among them, at least two virtual venues each include one or more virtual objects; the virtual objects perform competitive behaviors in their respective virtual venues.

[0061] Exemplarily, the virtual scene includes two virtual venues, namely the first virtual venue and the second virtual venue. Each virtual venue includes four virtual objects, and each virtual object performs a competitive behavior in the corresponding virtual venue.

[0062] Exemplarily, the virtual scene includes one or more virtual interaction objects, and the virtual interaction objects can attack virtual props, virtual devices, or virtual objects in the virtual scene.

[0063] Exemplarily, the virtual venue supports the construction of virtual devices, that is, players can control the virtual objects located in the virtual venue to build or upgrade virtual devices in the virtual venue; or, players can also control the virtual objects to directly attack the virtual interaction objects.

[0064] Among them, taking the virtual environment provided by the tower defense game mode corresponding to the game application as an example, players can use virtual resources and / or virtual props to build virtual buildings (such as virtual defense towers) in the virtual venue by controlling virtual objects to defend against the attacks of virtual interaction objects.

[0065] Alternatively, taking the virtual environment provided by the shooting PVE mode corresponding to a game application as an example, a player can control a virtual object to equip a virtual prop and directly shoot at a virtual interaction object to defend against the attack of the virtual interaction object.

[0066] Alternatively, a game application can provide both a tower defense game mode and a shooting PVE mode. In addition to controlling a virtual object to build virtual buildings in the virtual venue, the player can also control the virtual object to equip virtual props and directly shoot at the virtual interaction object to defend against the attack of the virtual interaction object.

[0067] Step 220: In response to receiving a first perspective switching operation, switch to the second perspective mode.

[0068] In an embodiment of the present application, when receiving a first perspective switching operation, the computer device switches the first perspective mode to the second perspective mode.

[0069] Among them, the first perspective switching operation can be a triggering operation of a specified control; or, it can be that the virtual object moves to a specified range in the virtual venue.

[0070] Exemplarily, the triggering condition of the first perspective switching operation can be set. For example, the virtual resources of the team reach a specified resource quantity threshold; or, in a specified round, the player can trigger the first perspective switching operation.

[0071] Step 230: In the second perspective mode, display a second perspective image on the scene interface of the virtual scene. The second perspective image is an image of observing a second virtual venue in the virtual scene from the second perspective; the second virtual venue is another virtual venue other than the first virtual venue among at least two virtual venues.

[0072] In an embodiment of the present application, in the second perspective mode, the computer device displays a second perspective image on the scene interface of the virtual scene.

[0073] Among them, the second virtual venue is another virtual venue other than the first virtual venue among two or more virtual venues; the image of observing the second virtual venue in the virtual scene from the second perspective of the virtual object constitutes the second perspective image.

[0074] Exemplarily, the second perspective is a top-down perspective of the second virtual venue; for example, the second perspective image is an image of observing the second virtual venue from a top-down perspective when the virtual object / virtual camera is above the second virtual venue.

[0075] Among them, in the second perspective mode, the player can observe the virtual objects and their competitive behaviors in other virtual venues.

[0076] Exemplarily, in the second perspective mode, the computer device can fix the second perspective screen; that is, the player cannot adjust the second perspective screen by himself.

[0077] Exemplarily, in the second perspective mode, the computer device can adjust and display the second perspective screen according to the player's screen; that is, the player can adjust the currently displayed perspective through corresponding adjustment operations, so as to see more pictures within different perspective ranges.

[0078] In summary, in the method provided in this embodiment, in the first perspective mode, the computer device displays a first perspective screen for observing the virtual venue from the first perspective in the scene interface; when receiving a first perspective switching operation, the computer device switches the first perspective mode to the second perspective mode; in the second perspective mode, the computer device displays a second perspective screen for observing the virtual venue from the second perspective in the scene interface. In the above solution, the player corresponding to the virtual object of a virtual venue can switch the first perspective to the second perspective, that is, switch to the second perspective mode, in the first perspective mode, to observe other virtual venues, including the virtual objects corresponding to other virtual venues and their competitive behaviors, which is convenient for the player to timely master the game progress, competitive behaviors, etc. of other teams, and further provides a reference for the player's game strategy, improves the accuracy of the player's execution of the game strategy, reduces the player's misoperations, and further shortens the time-consuming of a single game, thereby improving the interaction efficiency between the player and the virtual scene and saving the consumption of the device's power resources and network resources.

[0079] Based on Figure 2 the solution in the embodiment shown, please refer to Figure 3 , which shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This method is executed by a computer device. Optionally, the computer device may be Figure 1 the terminal device 10 in the system shown, or the computer device may also be Figure 1 the server 20 in the system shown, or the computer device may also include Figure 1 the terminal device 10 and the server 20 in the system shown. As Figure 3 shown, the above step 220 can be implemented as step 220a.

[0080] Step 220a: Switch to the second perspective mode in response to receiving an operation to control the first virtual object to interact with the first virtual prop; the first virtual object is one of the virtual objects included in the first virtual venue; the first virtual prop is the virtual prop included in the first virtual venue.

[0081] In the embodiment of the present application, when receiving an operation for the player to control the first virtual object to interact with the first virtual prop, the computer device switches the first perspective mode to the second perspective mode.

[0082] The first virtual venue includes one or more virtual props, the first virtual prop is one of the virtual props included in the first virtual venue; and the first virtual object is one of the virtual objects included in the first virtual venue.

[0083] Exemplarily, each virtual field contains virtual props of the same / different quantity and the same / different purpose. Players corresponding to each virtual field can interact with their corresponding virtual props for perspective switching by controlling their corresponding virtual objects to achieve the purpose of switching the first perspective mode to the second perspective mode.

[0084] Exemplarily, the virtual props used for perspective switching may be virtual vehicles. The player controls the corresponding virtual object to drive the virtual vehicle, moves to the sky above other virtual venues (such as the second virtual venue), and observes the images of other virtual venues from the virtual object's bird's-eye view.

[0085] Alternatively, the virtual prop used for switching perspectives may be a virtual console, and the player controls the corresponding virtual object to operate the virtual console, connect to a virtual camera above other virtual venues, and observe the images of other virtual venues from a bird's-eye view.

[0086] The first virtual prop may be a virtual prop inherent in the first virtual venue, or the first virtual prop may be a virtual prop obtained by exchanging virtual objects in the first virtual venue with virtual resources or exchange props and used for perspective switching.

[0087] For example, the virtual resources or exchange items used to exchange for the first virtual item may be dropped after the virtual interactive object is defeated, or may be refreshed by the application in the first virtual venue (such as airdrop). The embodiment of the present application does not limit the method for obtaining the virtual resources or exchange items used to exchange for the first virtual item.

[0088] The embodiment of the present application provides a feasible solution for the first perspective switching operation, which specifically includes setting a first virtual prop in a first virtual scene. When an operation of controlling the first virtual object to interact with the first virtual prop is received, the computer device switches the first perspective mode to the second perspective mode. On the one hand, this solution can enrich the scene picture of the virtual scene and provide a way for the player to achieve perspective switching; on the other hand, it can increase the interactivity between the virtual objects and virtual props corresponding to the player.

[0089] In some embodiments, the above step 220a can be implemented as step 220a1 and step 220a2.

[0090] Step 220a1: In response to receiving a movement operation on the first virtual object, control the first virtual object to move.

[0091] In an embodiment of the present application, when receiving a movement operation of a player on the first virtual object, the computer device controls the first virtual object to move to the corresponding position.

[0092] Exemplarily, when the movement operation received from the player meets specific conditions, the movement speed of the first virtual object can be increased so that the first virtual object can quickly move to the corresponding position.

[0093] Step 220a2: In response to the first virtual object moving to the interaction area of the first virtual prop, switch to the second perspective mode.

[0094] In an embodiment of the present application, after the player controls the first virtual object to move to the interaction area of the first virtual prop, the computer device switches the first perspective mode to the second perspective mode.

[0095] Exemplarily, the interaction area of the first virtual prop can be an annular area centered on the position of the first virtual prop; or, it can also be a specific area included in the first virtual prop.

[0096] Exemplarily, the computer device can set a frequency threshold for the interaction operation between the first virtual object and the first virtual prop; for example, within a set period of time, the number of interactions between the first virtual object and the first virtual prop is limited.

[0097] In addition to the above method of controlling the first virtual object to move to the interaction area of the first virtual prop to trigger the switch to the second perspective mode, the player can also control the first virtual object to interact with the first virtual prop in other ways. For example, in response to the first virtual object moving to the interaction area of the first virtual prop and receiving a trigger operation to control the first virtual object to interact with the first virtual prop, switch to the second perspective mode; for example, after the player controls the first virtual object to move to the interaction area of the first virtual prop, a trigger control for interacting with the first virtual prop can be displayed in the scene interface. When the player clicks on this trigger control, it can trigger the interaction between the first virtual object and the first virtual prop, thereby switching to the second perspective mode. Among them, the present application embodiment does not limit the manner in which the first virtual object interacts with the first virtual prop.

[0098] The embodiment of the present application provides a supplementary solution for the first-person perspective switching operation. When the player controls the first virtual object to move to the interaction area of the first virtual prop, the computer device can switch to the second-person perspective mode. This solution enables the player to intuitively switch perspectives in the virtual interface with simple operations. At the same time, it can provide constraints for the interaction operation between the first virtual object and the first virtual prop, avoiding overly frequent perspective switching operations.

[0099] In addition to triggering the switching from the first-person perspective mode to the second-person perspective mode by interacting with the first virtual prop, the player can also trigger the switching from the first-person perspective mode to the second-person perspective mode by controlling the first virtual object to perform other actions. For example, in response to receiving an operation to control the first virtual object to release a specified skill, or in response to receiving an operation for the first virtual object to use a specified consumable virtual prop, switch to the second-person perspective mode. That is to say, the player can control the first virtual object to release a certain skill, or use a certain consumable prop to trigger the switching from the first-person perspective mode to the second-person perspective mode.

[0100] Based on Figure 2 the solution in the embodiment shown in FIG. 3, please refer to Figure 4 , which shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This method is executed by a computer device. Optionally, the computer device can be Figure 1 the terminal device 10 in the system shown in Figure 1 , or the computer device can also be Figure 1 the server 20 in the system shown in Figure 4 , or the computer device can also include

[0101] Step 240: In the second-person perspective mode, in response to receiving an interference operation, interfere with the competitive behavior of the virtual object in the second virtual venue.

[0102] In the embodiment of the present application, in the second-person perspective mode, when receiving an interference operation from the player, the computer device interferes with the competitive behavior of the virtual object in the second virtual venue.

[0103] That is to say, in the second-person perspective mode, the player can not only observe the defense situation of the second virtual venue, but also release interference skills to interfere with the combat behavior between the virtual object and the virtual interaction object in the second virtual venue, and the competitive behaviors such as the virtual object building a virtual defense tower in the second virtual venue, so that the player's own team can gain a game advantage.

[0104] Among them, interference means that the player increases the difficulty of defense for the second virtual venue through interference operations (such as using specific skills).

[0105] Exemplarily, developers can design a variety of interference skills in a computer device to provide players with different interference means.

[0106] The embodiments of the present application provide a feasible solution for players to interfere with other virtual venues in the second perspective mode, including that in response to receiving a player's interference operation, the computer device interferes with the second virtual venue; this solution enables virtual objects in different virtual venues to observe and affect each other's defenses without physical contact, greatly enhancing the competitiveness and strategy of the game.

[0107] In a possible implementation, in the second perspective mode, at least one interference control is displayed in the scene interface of the virtual scene.

[0108] The above step 240 can be implemented as:

[0109] In the second perspective mode, in response to receiving a trigger operation on the interference control, an interference effect corresponding to the interference control is imposed on the competitive behavior of the virtual object in the second virtual venue.

[0110] In the embodiments of the present application, in the second perspective mode, one or more interference controls are displayed in the scene interface of the virtual scene; when receiving a player's trigger operation on the interference control, the computer device imposes an interference effect corresponding to the interference control triggered by the player on the competitive behavior of the virtual object in the second virtual venue.

[0111] The embodiments of the present application provide a specific triggering method for the interference operation, that is, control triggering; this solution can not only enrich the scene picture of the virtual scene, but also enable players to intuitively perform click operations in the virtual interface to trigger the interference operation, and the operation is simple.

[0112] In a possible implementation, the above interference effect includes at least one of the following effects:

[0113] Reducing the first attribute of the second virtual object, interfering with the skill release behavior of the second virtual object, enhancing the second attribute of the virtual interaction object, enhancing the skill release behavior of the virtual interaction object, adding a new virtual interaction object, interfering with the behavior of the second virtual object to set the second virtual prop in the second virtual venue, and reducing the third attribute of the second virtual prop;

[0114] Among them, the second virtual object is one or more of the virtual objects included in the second virtual venue; the virtual interaction object is an object in the second virtual venue that battles with the second virtual object; the first attribute includes at least one of the following attributes: display volume, health value, movement speed, combat value; the second attribute includes at least one of the following attributes: display volume, health value, movement speed, combat value; the third attribute includes at least one of the following attributes: display volume, health value, combat value.

[0115] Among them, the above combat value may include one or more of the following: attack power, defense power, armor value, damage absorption value, negative status resistance, and so on.

[0116] In the embodiment of the present application, the interference effect corresponding to the above interference control may be to reduce the first attribute of the second virtual object, interfere with the skill release behavior of the second virtual object, enhance the second attribute of the virtual interaction object, enhance the skill release behavior of the virtual interaction object, reduce the third attribute of the second virtual item, interfere with the behavior of the second virtual object setting the second virtual item in the second virtual venue, or increase the number of virtual interaction objects; it may also be a combined effect of the above interference effects.

[0117] Among them, the second virtual object is at least one corresponding virtual object in the second virtual venue. The second virtual object battles with the virtual interaction object in the second virtual venue. The second virtual object can also arrange the second virtual item in the second virtual venue and battle with the virtual interaction object through the second virtual item.

[0118] Exemplarily, the virtual interaction object can be a virtual monster in a tower defense game or a virtual monster in other PVE games.

[0119] In the embodiment of the present application, reducing the first attribute of the second virtual object may be to reduce the display volume, health value, movement speed, combat value of the second virtual object; or it may be a combination of the above attributes.

[0120] Exemplarily, taking reducing the movement speed of the second virtual object as an example, the computer device can reduce the movement speed of the second virtual object from value A to value B, or reduce it to 0; the computer device can also set the state of the second virtual object to a slow movement state or a prohibited state.

[0121] In the embodiment of the present application, interfering with the skill release behavior of the second virtual object may be to disable one or more skills of the second virtual object within a period of time; or it may be to extend the cooling time of one or more skills of the second virtual object; or it may be to weaken the release effect of one or more skills of the second virtual object.

[0122] Exemplarily, when the first virtual object interferes with the skill release behavior of the second virtual object, within a period of time, the computer device can disable one or more available skills of the team where the first virtual object is located; or, the computer device can extend the cooldown time of one or more available skills of the team where the first virtual object is located; or, the computer device can deduct points, gold coins, etc. of the team where the first virtual object is located.

[0123] In the embodiments of the present application, enhancing the second attribute of the virtual interaction object can be enhancing the display volume, health value, movement speed, combat value of the virtual interaction object; or it can be a combination of the above attributes.

[0124] Exemplarily, taking enhancing the health value of the virtual interaction object as an example, the computer device can increase the health value of the virtual interaction object from value C to value D; the computer device can also set the state of the virtual interaction object to a high health state.

[0125] In the embodiments of the present application, enhancing the skill release behavior of the virtual interaction object can be, within a period of time, adding one or more new skills to the available skills corresponding to the virtual interaction object; or, it can be shortening the cooldown time of one or more skills of the virtual interaction object; or, it can be enhancing the release effect of one or more skills of the virtual interaction object.

[0126] Exemplarily, developers can add various options for adding new skills to the virtual interaction object in the computer device and display them in the scene interface. When the player triggers the corresponding operation, the player can select one or more new skills in the scene interface and add them to the virtual interaction object.

[0127] In the embodiments of the present application, adding new virtual interaction objects can be adding one or more virtual interaction objects with different second attributes from the corresponding virtual interaction objects in the second virtual venue; or, it can also be adding one or more virtual interaction objects with the same second attributes as the corresponding virtual interaction objects in the second virtual venue.

[0128] For example, there are virtual interaction object A, virtual interaction object B, and virtual interaction object C in the second virtual venue. In the second perspective mode, the player can trigger the corresponding interference operation to copy one or more of virtual interaction object A, virtual interaction object B, and virtual interaction object C; or, add other virtual interaction objects other than virtual interaction object A, virtual interaction object B, and virtual interaction object C in the second virtual venue.

[0129] Exemplarily, a developer can set an adjustment range for a second attribute corresponding to a newly added virtual interaction object on a computer device, enabling a player to select or customize the second attribute of the newly added virtual interaction object by themselves.

[0130] In the embodiments of the present application, interfering with the behavior of the second virtual object to set a second virtual prop in the second virtual venue may be interfering with one or more behaviors of the second virtual object to arrange the second virtual prop in the second virtual venue.

[0131] Exemplarily, the game rules include that the second virtual prop needs to be arranged at a specific virtual construction point in the second virtual venue. The interference effect can be to prohibit the activation of one or more virtual construction points for a period of time; for another example, the interference effect can be to reduce the speed of the second virtual object to arrange the second virtual prop in the second virtual venue within a period of time, increase the resources required for the second virtual object to arrange the second virtual prop in the second virtual venue, and so on; for another example, the interference effect can be to destroy one or more second virtual props arranged by the second virtual object in the second virtual venue.

[0132] In the embodiments of the present application, reducing the third attribute of the second virtual prop may be reducing the display volume, health value, and combat value of the second virtual prop; it may also be a combination of the above attributes.

[0133] Among them, the second virtual prop may be a virtual defense device arranged by the second virtual object in the second virtual venue, and this virtual defense device can fight against the virtual interaction object.

[0134] Exemplarily, taking reducing the combat value of the second virtual prop as an example, the computer device can reduce the combat value of the second virtual prop from value C to value D, or reduce it to 0; the computer device can also set the state of the second virtual prop to a low combat effectiveness state, or stop the combat mode.

[0135] The embodiments of the present application aim to increase the defense difficulty of the second virtual venue and provide some selection schemes for the interference effects corresponding to the interference control. This scheme can set interference effects that have a negative impact on the second virtual venue during the defense process of the second virtual venue, increasing the strategic nature and uncertainty of the game.

[0136] In a possible implementation manner, the above interference control includes at least one of the following:

[0137] The first interference control, the second interference control, and the third interference control;

[0138] The interference effect corresponding to the first interference control includes: reducing the first attribute of the second virtual object;

[0139] The interference effects corresponding to the second interference control include: adding new virtual interaction objects; the second attribute of the new virtual interaction objects is greater than the second attribute of the original virtual interaction objects in the second virtual venue;

[0140] The interference effects corresponding to the third interference control include: enhancing the second attribute of the original virtual interaction objects in the second virtual venue.

[0141] In the embodiments of the present application, in the second perspective mode, the first interference control, the second interference control, and the third interference control are displayed in the scene interface of the virtual scene; any combination of the above interference controls can also be displayed.

[0142] Exemplarily, in the second perspective mode, three combinations of the first interference control, the second interference control, and the third interference control are displayed in the scene interface of the virtual scene.

[0143] Among them, the player can trigger the first interference control to reduce the display volume of the second virtual object in the second virtual venue; and / or reduce the movement speed of the second virtual object in the second virtual venue.

[0144] Among them, the player can trigger the second interference control to increase the number of virtual interaction objects in the second virtual venue; the newly added virtual interaction objects have a larger display volume, or higher health, movement speed, combat value, etc.

[0145] Among them, the player can trigger the third interference control to enlarge the display volume of all virtual interaction objects in the second virtual venue, and / or enhance the health, movement speed, combat value, etc. of all virtual interaction objects in the second virtual venue.

[0146] The embodiments of the present application provide a feasible solution for displaying interference controls in the scene interface, displaying the first interference control, the second interference control, and / or the third interference control corresponding to specific interference effects in the scene interface; this solution can enrich the scene picture of the virtual scene, enabling the player to click on the control in the virtual interface to perform corresponding interference operations.

[0147] Among them, the embodiments of the present application only take the above interference effects as examples for introduction. Optionally, other types of interference effects can also be set, such as reducing the field of view of the second virtual object (for example, changing the weather / visibility of the second virtual venue), directly attacking the virtual objects or virtual props in the second virtual venue, setting a dangerous area in the second virtual venue, etc.; the embodiments of the present application do not limit the types of the above interference effects.

[0148] Based on Figure 4 the solution in the shown embodiments, please refer to Figure 5, which shows a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application. This method is executed by a computer device. Optionally, the computer device may be Figure 1 the terminal device 10 in the system shown, or the computer device may also be Figure 1 the server 20 in the system shown, or the computer device may also include Figure 1 the terminal device 10 and the server 20 in the system shown. As Figure 5 shown, the above step 240 can be implemented as step 240a.

[0149] Step 240a: In the second perspective mode, in response to satisfying the trigger condition of the interference operation and receiving the interference operation, interfere with the second virtual venue.

[0150] In the embodiments of the present application, a developer can preset specific trigger conditions in the computer device; in the second perspective mode, when the trigger condition of the interference operation is satisfied and the interference operation is received, the computer device interferes with the second virtual venue.

[0151] The embodiments of the present application provide a constraint condition for interfering with the second virtual venue, including that in the second perspective mode, both the trigger condition of the interference operation is satisfied and the interference operation is received; this solution provides a constraint condition for the interference operation, avoiding overly frequent interference operations and avoiding situations where the second virtual venue cannot be defended.

[0152] In a possible implementation manner, the above trigger condition includes at least one of the following conditions:

[0153] The number of first virtual resources is greater than or equal to the resource quantity threshold, the interference operation is in a cooled - down state, and the second virtual venue is in a combat phase;

[0154] The first virtual resource is a virtual resource owned by the first virtual object.

[0155] In the embodiments of the present application, the trigger condition of the interference operation may be that the number of virtual resources owned by the first virtual object is greater than or equal to the resource quantity threshold.

[0156] Among them, the resource quantity threshold may be the minimum gold coin threshold preset by the developer in the computer device; or it may also be the gold coins consumed to trigger different interference operations.

[0157] Exemplarily, each virtual object can have its own virtual resources. In this case, the first virtual resource here is the virtual resource solely owned by the first virtual object; or, the virtual objects in the same team share virtual resources. In this case, the first virtual resource here is the virtual resource shared by the team where the first virtual object is located; or, each virtual object can have its own resources, and each team also has shared resources. In this case, the first virtual resource here includes the virtual resource solely owned by the first virtual object and the virtual resource shared by the team where the first virtual object is located.

[0158] In an embodiment of the present application, the triggering condition for the interference operation can also be that the interference operation is in a state where the cooling is completed.

[0159] Among them, developers can preset the cooling time for different interference operations in the computer device. Only when the interference operation is in a state where the cooling is completed can it be triggered.

[0160] In an embodiment of the present application, the triggering condition for the interference operation can also be that the second virtual venue is in the combat phase.

[0161] Among them, developers can limit the triggering time period for the interference operation in the computer device to be when the second virtual venue is in the combat phase, that is, the second virtual venue is defending against the attack of the virtual interaction object.

[0162] The embodiments of the present application provide a specific solution for the triggering condition of the interference operation, including that the virtual resources owned by the first virtual object meet the set threshold, etc.; this solution supplements the specific triggering conditions of the interference operation and can limit the triggering frequency of the interference operation.

[0163] In a possible implementation manner, the above combat phase includes multiple combat waves;

[0164] The resource quantity threshold is positively or negatively correlated with the order of the current combat wave of the second virtual venue among the multiple combat waves;

[0165] The duration of the cooling time is positively or negatively correlated with the order of the current combat wave of the second virtual venue among the multiple combat waves.

[0166] In an embodiment of the present application, the combat phase can include multiple different combat waves.

[0167] Among them, the combat waves of the second virtual venue and the combat waves of the first virtual venue can be synchronized; or they can be asynchronous.

[0168] Exemplarily, the more virtual resources the player obtains in the later combat waves. Therefore, the computer device can set the resource quantity threshold for the interference operation as: in the later combat waves, the resource quantity threshold for the interference operation is higher.

[0169] Exemplarily, the computer device can set the cooling time of the interference operation such that in later combat waves, the duration of the cooling time of the interference operation is shorter.

[0170] The embodiments of the present application provide a solution in which the triggering condition of the interference operation changes with the combat wave, improving the rationality of the triggering condition of the interference operation.

[0171] In a possible implementation manner, in response to the triggering condition including that the quantity of the first virtual resource is greater than or equal to the resource quantity threshold, in the second perspective mode, the resource quantity threshold is also displayed in the scene interface of the virtual scene;

[0172] The above Figure 5 The solution in the above - shown embodiment further includes:

[0173] In response to the second virtual venue being interfered with, in the first virtual resource, the resources corresponding to the resource quantity threshold are subtracted.

[0174] In the embodiments of the present application, the triggering condition includes that the quantity of the first virtual resource is greater than or equal to the resource quantity threshold, that is, a certain amount of gold coins is required when the player uses the interference skill.

[0175] Correspondingly, in the second perspective mode, the resource quantity thresholds required to trigger different interference operations are displayed in the scene interface of the virtual scene.

[0176] Exemplarily, in the scene interface of the virtual scene, the resource consumption quantities corresponding to the first interference control, the second interference control, and the third interference control are respectively displayed.

[0177] Exemplarily, in response to the quantity of the first virtual resource being less than the resource quantity threshold, the computer device pauses receiving the interference operation; that is, the computer device can set the above - mentioned interference control to an unavailable state;

[0178] In response to the quantity of the first virtual resource being greater than or equal to the resource quantity threshold, the computer device starts receiving the interference operation; that is, the computer device can set the above - mentioned interference control to an available state.

[0179] The embodiments of the present application provide a display scheme for the resource quantity threshold. This scheme can clearly display the resource quantity threshold corresponding to the interference operation in the scene interface of the virtual scene, facilitating the provision of prompt information for players.

[0180] In a possible implementation manner, in response to the triggering condition including that the interference operation is in a cooling - completed state, the method further includes:

[0181] In response to interference being performed on the second virtual venue, a prompt animation for the cooling time corresponding to the interference operation is displayed in the scene interface of the virtual scene.

[0182] In the embodiments of the present application, the triggering condition includes that the interference operation is in a state where the cooling is completed, that is, when the player uses the interference skill, they need to wait for the interference skill to cool down and complete.

[0183] Correspondingly, in the second perspective mode, a prompt animation for the cooling time corresponding to the interference operation is displayed in the scene interface of the virtual scene; wherein, the prompt animation can be a countdown of the cooling time.

[0184] Exemplarily, after applying the interference effect corresponding to the second interference control to the competitive behavior of the virtual object in the second virtual venue, a countdown prompt for the cooling time corresponding to the second interference control is displayed in the scene interface of the virtual scene.

[0185] Exemplarily, in response to the interference control being in a cooling state, the computer device pauses receiving the interference operation; that is to say, the computer device can set the above interference control to an unavailable state;

[0186] In response to the interference control being in a state where the cooling is completed, the computer device starts receiving the interference operation; that is to say, the computer device can set the above interference control to an available state.

[0187] The embodiments of the present application provide a prompt solution for the cooling time corresponding to the interference operation. This solution can clearly display the cooling time corresponding to the interference operation in the scene interface of the virtual scene, facilitating the provision of prompt information to the player.

[0188] In a possible implementation manner, in the first perspective mode, an object control control is displayed in the scene interface of the virtual scene; the object control control is used to control the behavior of the first virtual object in the first virtual venue. The above Figure 2 、 3 The solution in the embodiments shown in 4 or 5 may further include step 250.

[0189] Step 250: In response to switching to the second perspective mode, hide the object control control in the scene interface of the virtual scene.

[0190] In the embodiments of the present application, when the computer device is in the first perspective mode, an object control control is displayed in the scene interface of the virtual scene; that is to say, in the first perspective mode, the player can control the movement, jumping, shooting, building, etc. behaviors of the first virtual object in the first virtual venue.

[0191] Correspondingly, when the computer device is in the second perspective mode, in the scene interface of the virtual scene, the above object control controls are hidden; that is, in the second perspective mode, the player cannot control the movement, jumping, shooting, building, etc. of the first virtual object in the first virtual venue.

[0192] The embodiment of the present application provides a method for disabling some behaviors of a virtual object in the first perspective mode in the second perspective mode, which can ensure the simplicity of the interface display and avoid function conflicts between the two perspective modes.

[0193] In a possible implementation manner, the solutions in the embodiments shown in the above Figure 2 , 3 , 4 or 5 may further include step 260.

[0194] Step 260: In response to receiving a second perspective switching operation, switch to the first perspective mode.

[0195] In the embodiment of the present application, when receiving a second perspective switching operation, the computer device switches the second perspective mode to the first perspective mode. That is, the embodiment of the present application provides an exit solution for the second perspective mode, enabling the player to flexibly control the switching between the two perspective modes.

[0196] In a possible implementation manner, in the second perspective mode, an exit interference control is displayed in the scene interface of the virtual scene. The above step 260 can be implemented as step 260a.

[0197] Step 260a: In response to receiving a trigger operation on the exit interference control, switch to the first perspective mode.

[0198] In the embodiment of the present application, when the computer device is in the second perspective mode, an exit interference control is displayed in the scene interface of the virtual scene; when receiving a trigger operation of the player on the exit interference control, the computer device switches the second perspective mode to the first perspective mode.

[0199] The embodiment of the present application provides a specific triggering method for exiting the second perspective mode, that is, control triggering; this solution can not only enrich the scene picture of the virtual scene, but also enable the player to intuitively perform a click operation in the virtual interface, thereby triggering the operation of exiting the second perspective mode, and the operation is simple.

[0200] In summary, in a tower defense game of an adversarial nature, the solution shown in the present application allows the player of one side to enter the second perspective to observe the defense situation of the enemy's map and select an appropriate timing to use skills to interfere with the opponent's defense, so as to gain a game advantage and strive for the victory of one's own game.

[0201] In order to provide a means for the two teams to interact, this application designs a function that allows players to observe the map defense situation of other teams, and enables players to choose an appropriate timing to interfere with the enemy while observing the map.

[0202] During the game, if a player wants to interfere with the opponent, they need to be able to observe the situation on the map of other teams and decide when to release the interference skill based on the battle situation.

[0203] Taking an exemplary game rule as an example, the technical solution of this application will be introduced in detail in combination with the schematic diagram of the scene interface of the relevant virtual scene.

[0204] The game rules are as follows:

[0205] An adversarial game of 4V4 is carried out by 8 virtual objects corresponding to 8 players. Exemplarily, when the game is in progress, the computer device evenly distributes the 8 matched virtual objects into two teams (i.e., the first team and the second team).

[0206] Among them, each of the two teams corresponds to its own virtual venue; the two virtual venues are mirror images of each other, and there is an air wall separating the middle of the two virtual venues.

[0207] Exemplarily, each virtual venue contains one or more monster spawning points, virtual prop libraries, virtual tower defenses, and virtual bases; each team has the same "team health" at the beginning of the game.

[0208] On the one hand, a certain number of virtual monsters will appear at the monster spawning points; the virtual monsters can cause damage to the virtual objects, virtual prop libraries, virtual tower defenses, virtual bases, etc. in their respective virtual venues.

[0209] Among them, before the virtual monsters appear at the monster spawning points, the computer device will broadcast to the players; the preview content includes: the order and duration of the upcoming battle wave, as well as the number, intensity, and attributes of the upcoming virtual monsters, etc.

[0210] On the other hand, the virtual prop library contains a certain number of virtual props; players can defend or resist the damage of virtual monsters by controlling virtual objects to build and / or upgrade virtual tower defenses, use and / or upgrade virtual props.

[0211] Among them, the virtual props can be virtual shooting props, virtual bombs, virtual clubs, virtual smokes, etc.

[0212] During a battle wave, one or more virtual monsters of any strength and attributes will spawn simultaneously at the monster spawning points in two virtual arenas and move towards their respective virtual bases. When the virtual monsters reach the designated positions (such as virtual gates, virtual fences, etc.) of the corresponding virtual bases, the virtual monsters will escape, and at the same time, the "team health" of the team corresponding to that virtual base will be reduced by a certain amount. When the "team health" of a team drops to zero, that team loses, and the other team wins.

[0213] Please refer to Figure 6 , which shows a schematic diagram of the scene interface of the first-person view provided by an exemplary embodiment of the present application. As Figure 6 shown, from the first-person view (i.e., the chase cam view) of the virtual object 001, the scene interface of the first-person view is displayed.

[0214] Among them, the virtual object 001 is one of the four first virtual objects corresponding to the first virtual arena, and the first virtual object corresponds to the first team.

[0215] Exemplarily, the player can control the movement actions of the virtual object 001 through the movement control 002, and the movement actions include forward, backward, rotation, etc.; the player can control the jumping action of the virtual object 001 through the jump control 003.

[0216] Exemplarily, the virtual resource bar 004 displays the quantity of virtual resources (gold coins) corresponding to the first team. Among them, the virtual resources can be used by the first virtual object to purchase virtual tower defense construction resources, virtual items, etc.

[0217] Exemplarily, the virtual items available for the virtual object 001 are displayed in the virtual item bar 005. The player can control the virtual item used by the virtual object 001 to shoot through the shooting control 006, and the player can control the virtual item used by the virtual object 001 to change bullets through the reload control 007.

[0218] Exemplarily, the broadcast bar 008 shows that the current battle wave is the "Xth wave", the duration of this battle wave is "XX:XX", and there are three types of virtual monsters, A, B, and C, in this battle wave, which can burn the virtual shooting items available for the virtual object; at the same time, the notification bar 009 shows the message "The invasion of the Xth wave of monsters has started".

[0219] Exemplarily, the two virtual arenas contain a virtual item 010, and the player can perform a first-person view switching operation through the virtual item 010. Specifically, for example, when the player controls the virtual object 001 to move to the designated area 011 of the virtual item 010 through the movement control 002, the first-person view screen can be switched to the second-person view screen.

[0220] Exemplarily, the player can directly interfere with the second team through the ordinary interference control 012. At this time, the player cannot observe the second virtual venue to find a suitable interference opportunity.

[0221] During normal gameplay, the player has a third-person chase shoulder view of the virtual object. The player can perform operations such as construction and shooting from this perspective to resist the invasion of virtual monsters. At the same time, when the player is resisting the invasion of virtual monsters, the opposing team is also resisting the invasion of mirror virtual monsters in the mirror virtual venue.

[0222] To understand the battle situation of the opposing team, the player can control the virtual object to move to the position of the designated area 011 of the virtual item 010 and switch to the second perspective mode to observe the opposing team.

[0223] Please refer to Figure 7 , which shows a schematic diagram of the scene interface in the second perspective mode provided by an exemplary embodiment of the present application.

[0224] As Figure 7 shown, from the second perspective (i.e., the top-down view) of the virtual object 001, the scene interface of the second perspective screen is displayed. At this time, the virtual object 001 moves above the virtual venue of the opposing team, and the player's perspective is no longer the third-person chase shoulder view of the virtual object 001, but changes to the top-down view.

[0225] In the second perspective mode, on the one hand, the player can clearly see the movements of the virtual objects corresponding to the 4 opposing players, as well as the situation of virtual monster invasions on the virtual venue of the opposing team.

[0226] On the other hand, the player can no longer operate the movement, shooting, etc. of the corresponding virtual object. Instead, the player can spend gold coins and use interference skills to interfere with the defense of the opposing team.

[0227] Among them, the player can use interference skills to give the virtual monsters on the virtual venue of the opposing team a higher chance to break through the defense and escape at the virtual base of the opposing team, thereby reducing the "team health" of the opposing team and ultimately winning for one's own side.

[0228] Exemplarily, the scene interface of the second perspective screen includes four virtual objects 013, 014, 015, 016 of the opposing team, the corresponding virtual monster 017, and the interference control 018.

[0229] Exemplarily, the interference control 018 includes a first interference control 019, a second interference control 020, and a third interference control 021.

[0230] Among them, the first interference control 019 is used to weaken the virtual objects of the opponent team; the second interference control 020 is used to summon more dangerous virtual monsters; the third interference control 021 is used to strengthen the virtual monsters in the virtual venue of the opponent team.

[0231] Exemplarily, a player needs to spend gold coins to use the interference skill.

[0232] Among them, since the ability of a player to obtain gold coins varies in different combat waves, the gold coins required for the interference skill also vary in different waves. Specifically, for example, in the later combat waves, the gold coin price required for the interference skill is higher.

[0233] Exemplarily, the cost of the skill corresponding to the third interference control 021 is the highest, the cost of the skill corresponding to the second interference control 020 is medium, and the cost of the skill corresponding to the first interference control 019 is lower.

[0234] Exemplarily, all interference skills have a certain cooldown time, and the cooldown time is shared by the whole team.

[0235] Specifically, for example, if a player in the team successfully triggers the first interference control 019, the skill corresponding to the first interference control 019 enters the cooldown time, and the cooldown time will also be displayed in the scene interfaces of other players in the team. During this period, all players in the team cannot use this skill.

[0236] Among them, through the design of sharing the cooldown time of the team, it can be avoided that a certain team summons too many dangerous monsters in a short time, resulting in the situation that the defense of the opponent team cannot be carried out.

[0237] As Figure 7 shown, when a player triggers the second interference control 020, the corresponding amount of virtual resources of the team where the player is located will be deducted and displayed in the virtual resource bar 004; at the same time, a countdown animation corresponding to the display of the cooldown time of the corresponding skill of the second interference control 020 is shown. When the skill cools down and the amount of virtual resources of the team where the player is located is greater than the virtual consumption resources corresponding to the skill, the trigger of the second interference control 020 is effective.

[0238] Exemplarily, in the second perspective mode, a player can click the "Exit Interference" control 022 to exit this mode and switch the second perspective screen to the first perspective screen. Correspondingly, the player's perspective will be restored to the third-person chase shoulder perspective of the virtual object 001.

[0239] Please refer to Figure 8 , which shows a schematic diagram of the interference skill interface provided by an exemplary embodiment of the present application.

[0240] As Figure 8As shown, when the player triggers the first interference control 019 to use the corresponding interference skill, the first interference control 019 is on cooldown, and the notification bar 009 displays "xx used xx skill".

[0241] Specifically, for example, the effect of this skill can be: the virtual objects 013, 014, 015, 016 of the opponent's team become in a "shrinking" state, and the damage caused by the virtual objects 013, 014, 015, 016 of the opponent's team using shooting props will be reduced to 50%; this state lasts for 8 seconds and will be automatically lifted after 8 seconds.

[0242] Since using shooting props is an important means of defending against monsters, this skill can greatly interfere with the defensive actions of the enemy players.

[0243] Please refer to Figure 9 which shows a schematic diagram of the interference skill interface provided by an exemplary embodiment of the present application.

[0244] As Figure 9 shown, when the player triggers the second interference control 020 to use the corresponding interference skill, the second interference control 020 is on cooldown, and the notification bar 009 displays "xx used xx skill" and "xx summoned a dangerous monster xx"; at the same time, a virtual monster 023 and the corresponding summoning effect are displayed in the current interface, and the broadcast bar 008 displays a broadcast animation of "xx summoned a dangerous monster xx".

[0245] Specifically, for example, the effect of this skill can be: a huge "dangerous" virtual monster can be summoned at the middle summoning point of the virtual venue of the opponent's team. This virtual monster will have a high health value and movement speed, thus posing a great threat to the defense of the opponent's team. If this virtual monster escapes from the enemy player's base, it will cause the enemy players to lose a large amount of "team health".

[0246] Please refer to Figure 10 which shows a schematic diagram of the interference skill interface provided by an exemplary embodiment of the present application.

[0247] As Figure 10 shown, when the player triggers the third interference control 021 to use the corresponding interference skill, the third interference control 021 is on cooldown, and the notification bar 009 displays "xx used xx skill".

[0248] Specifically, for example, the effect of this skill can be: the movement speed of all virtual monsters in the virtual venue of the opponent's team will increase, thus greatly increasing the defensive difficulty of the opponent's team.

[0249] Please refer to Figure 11, which shows the implementation flowchart of the control method of the virtual object provided by an exemplary embodiment of the present application. As Figure 11 shown, the implementation process of the control method of the virtual object includes the following steps.

[0250] S1: After entering the game, by default, the chase shoulder view of the virtual object is used. The player can see the corresponding virtual character and control the corresponding virtual object to perform operations such as moving, shooting, and / or building defense towers.

[0251] S2: After the player moves to a specific location, the special mode is entered. In this special mode, the virtual object corresponding to the player is fixed above the virtual field of the opposing team, and the player's view changes from the chase shoulder view of the virtual object to the top-down view of the virtual object. At this time, the player can observe the defensive situation of the opposing team.

[0252] S3: In this special mode, the player can spend gold coins to release interference skills to increase the defensive difficulty of the opposing team.

[0253] S4: In this special mode, the player can click the "Exit Interference" button on the interface to exit this special mode and restore to the normal chase shoulder view of the virtual object.

[0254] In summary, under the rules of tower defense confrontation, the technical solution of the present application provides the possibility of indirect confrontation between two teams. The player can observe the defensive situation of the opposing team through the second perspective mode; and can release the "interference" skill at an appropriate time to give the player's own team a game advantage. The present application enables the two teams to observe and influence each other's defenses without direct contact, greatly enhancing the confrontation and strategy of the game.

[0255] Please refer to Figure 12 , which shows the block diagram of the control device of the virtual object provided by an exemplary embodiment of the present application. As Figure 12 shown, the device includes:

[0256] The first display module 1201 is used to display the first perspective screen in the scene interface of the virtual scene in the first perspective mode. The first perspective screen is the screen of observing the first virtual field in the virtual scene; the virtual scene includes at least two virtual fields, and the first virtual field is one of the at least two virtual fields; at least one virtual object is included in each of the at least two virtual fields; the virtual object performs competitive behaviors in its respective virtual field;

[0257] The switching module 1202 is used to switch to the second perspective mode in response to receiving the first perspective switching operation;

[0258] The second display module 1203 is used to display a second perspective view in the scene interface of the virtual scene in the second perspective mode. The second perspective view is a view of the second virtual venue in the virtual scene observed from the second perspective; the second virtual venue is another virtual venue other than the first virtual venue among at least two virtual venues.

[0259] In some embodiments, the switching module 1202 is used to,

[0260] In response to receiving an operation to control the interaction between the first virtual object and the first virtual prop, switch to the second perspective mode; the first virtual object is one of the virtual objects included in the first virtual venue; the first virtual prop is the virtual prop included in the first virtual venue.

[0261] In some embodiments, the switching module 1202 is used to,

[0262] In response to receiving a movement operation on the first virtual object, control the first virtual object to move;

[0263] In response to the first virtual object moving to the interaction area of the first virtual prop, switch to the second perspective mode.

[0264] In some embodiments, the above Figure 12 The device shown further includes: an interference module, used to,

[0265] In the second perspective mode, in response to receiving an interference operation, interfere with the competitive behavior of the virtual objects in the second virtual venue.

[0266] In some embodiments, in the second perspective mode, at least one interference control is displayed in the scene interface of the virtual scene;

[0267] The interference module is used to, in the second perspective mode, in response to receiving a trigger operation on the interference control, impose an interference effect corresponding to the interference control on the competitive behavior of the virtual objects in the second virtual venue.

[0268] In some embodiments, the interference effect includes at least one of the following effects:

[0269] Reduce the first attribute of the second virtual object, enhance the second attribute of the virtual interaction object, add a new virtual interaction object, and reduce the third attribute of the second virtual prop;

[0270] Among them, the second virtual object is one or more of the virtual objects included in the second virtual venue; the virtual interaction object is an object in the second virtual venue that battles with the second virtual object; the second virtual prop is a virtual prop arranged by the second virtual object in the second virtual venue; the first attribute includes at least one of the following attributes: display volume, health value, movement speed, combat value; the second attribute includes at least one of the following attributes: display volume, health value, movement speed, combat value; the third attribute includes at least one of the following attributes: display volume, health value, combat value.

[0271] In some embodiments, the interference control includes at least one of the following:

[0272] The first interference control, the second interference control, and the third interference control;

[0273] The interference effect corresponding to the first interference control includes: reducing the first attribute of the second virtual object;

[0274] The interference effect corresponding to the second interference control includes: adding a new virtual interaction object; the second attribute of the new virtual interaction object is greater than the second attribute of the original virtual interaction object in the second virtual venue;

[0275] The interference effect corresponding to the third interference control includes: enhancing the second attribute of the original virtual interaction object in the second virtual venue.

[0276] In some embodiments, the interference module is configured to interfere with the second virtual venue in the second perspective mode in response to satisfying the trigger condition of the interference operation and receiving the interference operation.

[0277] In some embodiments, the trigger condition includes at least one of the following conditions:

[0278] The quantity of the first virtual resource is greater than or equal to the resource quantity threshold, the interference operation is in a cooled - down state, and the second virtual venue is in a combat phase;

[0279] The first virtual resource is a virtual resource owned by the first virtual object.

[0280] In some embodiments, the combat phase includes multiple combat waves;

[0281] The resource quantity threshold is positively or negatively correlated with the order of the current combat wave of the second virtual venue among the multiple combat waves;

[0282] The duration of the cooling time is positively or negatively correlated with the order of the current combat wave of the second virtual venue among the multiple combat waves.

[0283] In some embodiments, in response to the triggering condition including that the quantity of the first virtual resources is greater than or equal to the resource quantity threshold, in the second perspective mode, the resource quantity threshold is further displayed in the scene interface of the virtual scene;

[0284] The above-mentioned Figure 12 The device shown further includes: a resource module, configured to,

[0285] In response to interfering with the second virtual venue, in the first virtual resources, subtract the resources corresponding to the resource quantity threshold.

[0286] In some embodiments, in response to the triggering condition including that the interference operation is in the cooling completed state, the above-mentioned Figure 12 The device shown further includes: a prompt module, configured to,

[0287] In response to interfering with the second virtual venue, display a prompt animation of the cooling time corresponding to the interference operation in the scene interface of the virtual scene.

[0288] In some embodiments, in the first perspective mode, an object control control is displayed in the scene interface of the virtual scene; the object control control is used to control the behavior of the first virtual object in the first virtual venue;

[0289] The above-mentioned Figure 12 The device shown further includes: a hiding module, configured to,

[0290] In response to switching to the second perspective mode, hide the object control control in the scene interface of the virtual scene.

[0291] In some embodiments, the above-mentioned Figure 12 The device shown further includes: an exit module, configured to,

[0292] In response to receiving a second perspective switching operation, switch to the first perspective mode.

[0293] In some embodiments, in the second perspective mode, an exit interference control is displayed in the scene interface of the virtual scene;

[0294] The exit module is configured to, in response to receiving a triggering operation on the exit interference control, switch to the first perspective mode.

[0295] It should be noted that when the device provided in the above embodiments realizes its functions, only the above-mentioned division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above.

[0296] Regarding the device in the above embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method; the technical effects obtained by each module performing operations are the same as those in the embodiments related to the method, and will not be elaborated here.

[0297] Figure 13 FIG. shows a block diagram of a computer device provided by an exemplary embodiment of the present application. The computer device 1300 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1300 may also be referred to by other names such as a user device, a portable terminal, etc.

[0298] Generally, the computer device 1300 includes: a processor 1301 and a memory 1302.

[0299] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), PLA (Programmable Logic Array). The processor 1301 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 1301 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 1301 may also include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0300] The memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1302 may also include high-speed random access memory, as well as 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 1302 is used to store at least one instruction for being executed by the processor 1301 to implement the control method of the virtual object provided in the embodiments of the present application.

[0301] In some embodiments, the computer device 1300 may further optionally include: a peripheral device interface 1303 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1304, a touch display screen 1305, a camera 1306, an audio circuit 1307, and a power supply 1308.

[0302] The peripheral device interface 1303 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 can be implemented on a separate chip or circuit board, and the present embodiment does not limit this.

[0303] The radio frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1304 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1304 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1304 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1304 may further include a circuit related to NFC (Near Field Communication), and the present application does not limit this.

[0304] The touch display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1305 also has the ability to collect touch signals on or above the surface of the touch display screen 1305. The touch signals can be input as control signals to the processor 1301 for processing. The touch display screen 1305 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1305, which is provided on the front panel of the computer device 1300; in other embodiments, there may be at least two touch display screens 1305, which are respectively provided on different surfaces of the computer device 1300 or are in a foldable design; in some embodiments, the touch display screen 1305 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 1300. Even further, the touch display screen 1305 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 1305 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0305] The camera module 1306 is used to collect images or videos. Optionally, the camera module 1306 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to take photos or videos. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, and a wide-angle camera respectively, to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and to implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1306 may further include a flash. The flash can be a single-color temperature flash or a two-color temperature flash. A two-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0306] The audio circuit 1307 is used to provide an audio interface between the user and the computer device 1300. The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1301 for processing, or input to the radio frequency circuit 1304 to implement voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1300. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1301 or the radio frequency circuit 1304 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1307 may further include a headphone jack.

[0307] The power supply 1308 is used to supply power to each component in the computer device 1300. The power supply 1308 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1308 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charging technology.

[0308] In some embodiments, the computer device 1300 further includes one or more sensors 1309. The one or more sensors 1309 include but are not limited to: an acceleration sensor 1310, a gyroscope sensor 1311, a pressure sensor 1312, an optical sensor 1313, and a proximity sensor 1314.

[0309] The acceleration sensor 1310 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the computer device 1300. For example, the acceleration sensor 1310 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1301 can control the touch display screen 1305 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1310. The acceleration sensor 1310 can also be used for the collection of game or user movement data.

[0310] The gyroscope sensor 1311 can detect the body orientation and rotation angle of the computer device 1300. The gyroscope sensor 1311 can cooperate with the acceleration sensor 1310 to collect the 3D actions of the user on the computer device 1300. Based on the data collected by the gyroscope sensor 1311, the processor 1301 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0311] The pressure sensor 1312 can be disposed on the side frame of the computer device 1300 and / or the lower layer of the touch display screen 1305. When the pressure sensor 1312 is disposed on the side frame of the computer device 1300, it can detect the holding signal of the user on the computer device 1300, and perform left / right hand recognition or shortcut operation according to the holding signal. When the pressure sensor 1312 is disposed on the lower layer of the touch display screen 1305, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1305. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0312] The optical sensor 1313 is used to collect the ambient light intensity. In one embodiment, the processor 1301 can control the display brightness of the touch display screen 1305 according to the ambient light intensity collected by the optical sensor 1313. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1305 is decreased. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera module 1306 according to the ambient light intensity collected by the optical sensor 1313.

[0313] The proximity sensor 1314, also known as the distance sensor, is usually disposed on the front of the computer device 1300. The proximity sensor 1314 is used to collect the distance between the user and the front of the computer device 1300. In one embodiment, when the proximity sensor 1314 detects that the distance between the user and the front of the computer device 1300 is gradually decreasing, the processor 1301 controls the touch display screen 1305 to switch from the lit state to the off state; when the proximity sensor 1314 detects that the distance between the user and the front of the computer device 1300 is gradually increasing, the processor 1301 controls the touch display screen 1305 to switch from the off state to the lit state.

[0314] Those skilled in the art can understand that the structure shown above does not limit the computer device 1300, and it may include more or fewer components than shown, or combine some components, or adopt different component arrangements.

[0315] In an exemplary embodiment, a chip is further provided, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the control method of the virtual object in the above aspects.

[0316] In an exemplary embodiment, a computer program product is further provided. The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor reads and executes the computer instructions to implement the control method of the virtual object provided in each of the above method embodiments.

[0317] In an exemplary embodiment, a computer-readable storage medium is further provided. A computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the control method of the virtual object provided in each of the above method embodiments.

[0318] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing related hardware. The above program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a magnetic disk or an optical disc, etc.

[0319] Those skilled in the art should be able to realize that in the above one or more examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. The computer-readable medium includes computer storage media and communication media, where the communication media includes any medium that facilitates the transfer of a computer program from one place to another. The storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0320] 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 control method for a virtual object, characterized in that, The method includes: In the first perspective mode, a first perspective view is displayed in the scene interface of the virtual scene. The first perspective view is a view of the first virtual venue in the virtual scene observed from the first perspective. The virtual scene includes at least two virtual venues, and the first virtual venue is one of the at least two virtual venues. Each of the at least two virtual venues includes at least one virtual object. The virtual objects perform competitive behaviors in their respective virtual venues. In response to receiving a first perspective switching operation, switch to the second perspective mode. In the second perspective mode, a second perspective view is displayed in the scene interface of the virtual scene. The second perspective view is a view of the second virtual venue in the virtual scene observed from the second perspective. The second virtual venue is another virtual venue among the at least two virtual venues other than the first virtual venue.

2. The method according to claim 1, wherein The step of "In response to receiving a first perspective switching operation, switch to the second perspective mode" includes: In response to receiving an operation to control the interaction between the first virtual object and the first virtual prop, switch to the second perspective mode. The first virtual object is one of the virtual objects included in the first virtual venue, and the first virtual prop is a virtual prop included in the first virtual venue.

3. The method according to claim 2, characterized in that, The step of "In response to receiving an operation to control the interaction between the first virtual object and the first virtual prop, switch to the second perspective mode" includes: In response to receiving a movement operation on the first virtual object, control the first virtual object to move. In response to the first virtual object moving to the interaction area of the first virtual prop, switch to the second perspective mode.

4. The method according to any one of claims 1 to 3, characterized in that, The method further includes: In the second perspective mode, in response to receiving an interference operation, interfere with the competitive behavior of the virtual object in the second virtual venue.

5. The method according to claim 4, wherein In the second perspective mode, at least one interference control is displayed in the scene interface of the virtual scene. The step of "In the second perspective mode, in response to receiving an interference operation, interfere with the competitive behavior of the virtual object in the second virtual venue" includes: In the second perspective mode, in response to receiving a trigger operation on the interference control, apply the interference effect corresponding to the interference control to the competitive behavior of the virtual object in the second virtual venue.

6. The method according to claim 5, wherein The interference effect includes at least one of the following effects: Reducing the first attribute of the second virtual object, interfering with the skill release behavior of the second virtual object, enhancing the second attribute of the virtual interaction object, enhancing the skill release behavior of the virtual interaction object, adding a new virtual interaction object, interfering with the behavior of the second virtual object to set the second virtual prop in the second virtual venue, and reducing the third attribute of the second virtual prop. Wherein, the second virtual object is one or more of the virtual objects included in the second virtual venue; the virtual interaction object is an object in the second virtual venue that battles with the second virtual object; the first attribute includes at least one of the following attributes: display volume, health value, movement speed, combat value; the second attribute includes at least one of the following attributes: display volume, health value, movement speed, combat value; the third attribute includes at least one of the following attributes: display volume, health value, combat value.

7. The method according to claim 6, wherein The interference control includes at least one of the following: The first interference control, the second interference control, and the third interference control; The interference effect corresponding to the first interference control includes: reducing the first attribute of the second virtual object; The interference effect corresponding to the second interference control includes: adding a new virtual interaction object; the second attribute of the new virtual interaction object is greater than the second attribute of the original virtual interaction object in the second virtual venue; The interference effect corresponding to the third interference control includes: enhancing the second attribute of the original virtual interaction object in the second virtual venue.

8. The method according to claim 4, wherein In the second perspective mode, in response to receiving an interference operation, interfering with the second virtual venue includes: In the second perspective mode, in response to satisfying the trigger condition of the interference operation and receiving the interference operation, interfering with the second virtual venue.

9. The method according to claim 8, wherein The trigger condition includes at least one of the following conditions: The quantity of the first virtual resource is greater than or equal to the resource quantity threshold, the interference operation is in a cooled - down state, and the second virtual venue is in a combat phase; The first virtual resource is the virtual resource owned by the first virtual object.

10. The method according to claim 9, characterized in that, The combat phase includes multiple combat waves; The resource quantity threshold is positively or negatively correlated with the order of the current combat wave of the second virtual venue among the multiple combat waves; The duration of the cooling time is positively or negatively correlated with the order of the current combat wave of the second virtual venue among the multiple combat waves.

11. The method according to claim 9, wherein In response to the trigger condition including that the quantity of the first virtual resource is greater than or equal to the resource quantity threshold, in the second perspective mode, the resource quantity threshold is also displayed in the scene interface of the virtual scene; The method further includes: In response to interfering with the second virtual venue, subtracting the resources corresponding to the resource quantity threshold from the first virtual resources.

12. The method according to claim 9, wherein In response to the trigger condition including that the interference operation is in a cooled - down state, the method further includes: In response to interfering with the second virtual venue, displaying a prompt animation of the cooling time corresponding to the interference operation in the scene interface of the virtual scene.

13. The method according to any one of claims 1 to 3, characterized in that, In the first perspective mode, an object control control is displayed in the scene interface of the virtual scene; the object control control is used to control the behavior of the first virtual object in the first virtual venue; The method further includes: In response to switching to the second perspective mode, hide the object control control in the scene interface of the virtual scene.

14. The method according to any one of claims 1 to 3, characterized in that, The method further includes: In response to receiving a second perspective switching operation, switch to the first perspective mode.

15. The method according to claim 14, wherein In the second perspective mode, an exit interference control is displayed in the scene interface of the virtual scene; The step of in response to receiving a second perspective switching operation and switching to the first perspective mode includes: In response to receiving a trigger operation on the exit interference control, switch to the first perspective mode.

16. A control device for a virtual object, characterized in that, The device includes: A first display module, configured to display a first perspective image in the scene interface of a virtual scene in the first perspective mode, where the first perspective image is an image of observing a first virtual venue in the virtual scene from the first perspective; at least two virtual venues are included in the virtual scene, and the first virtual venue is one of the at least two virtual venues; at least one virtual object is included in each of the at least two virtual venues; the virtual objects perform competitive behaviors in their respective virtual venues; A switching module, configured to switch to the second perspective mode in response to receiving a first perspective switching operation; A second display module, configured to display a second perspective image in the scene interface of the virtual scene in the second perspective mode, where the second perspective image is an image of observing a second virtual venue in the virtual scene from the second perspective; the second virtual venue is another virtual venue among the at least two virtual venues except the first virtual venue.

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; the processor is configured to execute the at least one program in the memory to implement the control method of the virtual object as described in any one of claims 1 to 15 above.

18. A computer-readable storage medium, characterized in that, An executable instruction is stored in the readable storage medium, and the executable instruction is loaded and executed by a processor to implement the control method of the virtual object as described in any one of claims 1 to 15 above.

19. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the control method of the virtual object as described in any one of claims 1 to 15 above.