Virtual object control method, apparatus and device, and computer readable storage medium

By displaying the target jump shot controls in the game interface, the jump shot operation of virtual objects is simplified, and the problem of difficulty for players to perform complex jump shots is solved, the diversity and competitiveness of game operations are improved, and the player's gaming experience is improved.

CN120361537APending Publication Date: 2025-07-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410104434.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-24
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

In the prior art, players have difficulty performing complex jump shots, resulting in reduced gaming experience, especially when throwing virtual throw props in FPS games, which are difficult to throw them farther.

Method used

By displaying the target jump control in the game interface, using the target jump control or reference control to control the virtual object to perform jump operation, simplifying the difficulty of implementing jump operation.

Benefits of technology

It improves the diversity and competitiveness of players' game operations, and more players can use jump shot operations in the game, improving the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual object control method, device and equipment and a computer readable storage medium, and belongs to the technical field of computers. The method comprises the steps that a first game interface is displayed, the first game interface comprises a virtual object and a preparatory jump throwing control in a jump throwing control state, and the virtual object has a virtual throwing prop; in response to a trigger operation of the standby jump-projection control in the jump-projection control state, displaying a target jump-projection control in the first game interface; in response to a triggering operation of the target jump throwing control, controlling the virtual object to be in a pre-throwing state; and based on at least one of the target jump projection control or the reference control, controlling the virtual object to execute jump projection operation. According to the method, the virtual object is controlled to execute the jump throwing operation through at least one of the target jump throwing control or the reference control, so that the difficulty of the jump throwing operation is reduced, the diversity and competitive performance of game operation are improved, and the game experience of players is improved.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of computer technologies, and particularly to a method, apparatus, device, and computer-readable storage medium for controlling virtual objects. Background Art

[0002] With the continuous development of computer technologies, the number of game players is increasing. Players can set the control mode of virtual objects in the game and use different numbers of controls to control the virtual objects to perform corresponding operations in the current control mode.

[0003] For example, in a First-Person Shooting (FPS) game, a player can control a virtual object to use a virtual throwing item to interact with other virtual objects or the virtual environment. During the process of throwing the virtual throwing item, if the player wants to throw the virtual throwing item to a farther place, they often need to control the virtual object to perform a jump throw operation. For example, the player needs to operate the sprint control, jump control, and throw control simultaneously. The jump throw operation is complex, making it difficult for many players to perform this operation and reducing the players' gaming experience. Summary of the Invention

[0004] Embodiments of the present application provide a method, apparatus, device, and computer-readable storage medium for controlling virtual objects. The technical solutions are as follows:

[0005] On the one hand, embodiments of the present application provide a method for controlling a virtual object, the method including:

[0006] Display a first game interface, where the first game interface includes a virtual object and a preparatory jump throw control in a jump throw control state, and the virtual object has a virtual throwing item;

[0007] In response to a trigger operation on the preparatory jump throw control in the jump throw control state, display a target jump throw control in the first game interface;

[0008] In response to a trigger operation on the target jump throw control, control the virtual object to be in a pre-throwing state;

[0009] Based on at least one of the target jump throw control or a reference control, control the virtual object to perform a jump throw operation, where the jump throw operation is for the virtual object in the pre-throwing state to throw the virtual throwing item, and the reference control is located in the first game interface.

[0010] On the other hand, embodiments of the present application provide a device for controlling a virtual object, the device including:

[0011] The first display module is used to display a first game interface, where the first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state, and the virtual object has a virtual throwing prop;

[0012] The second display module is used to display a target jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state;

[0013] The first control module is used to control the virtual object to be in a pre-throwing state in response to a trigger operation on the target jump shot control;

[0014] The second control module is used to control the virtual object to perform a jump shot operation based on at least one of the target jump shot control or a reference control. The jump shot operation is that the virtual object in the pre-throwing state throws the virtual throwing prop, and the reference control is located in the first game interface.

[0015] In a possible implementation, the preparatory jump shot control includes a joystick control, the target jump shot control includes a first jump shot control, and the second display module is used to display the first jump shot control in the first reference direction of the joystick control in the first game interface in response to a trigger operation of the joystick control in the jump shot control state in the first reference direction. The first jump shot control is used to control the virtual object to sprint and jump.

[0016] In a possible implementation, the preparatory jump shot control includes a joystick control, the target jump shot control includes a second jump shot control, and the second display module is used to display a sprint control in the first reference direction of the joystick control in the first game interface in response to a trigger operation of the joystick control in the jump shot control state in the first reference direction; and display the second jump shot control in the second reference direction of the sprint control in the first game interface in response to a trigger operation of the sprint control. The sprint control is used to control the virtual object to sprint, and the second jump shot control is used to control the virtual object to jump.

[0017] In a possible implementation, the preparatory jump shot control includes a throwing control, the target jump shot control includes a first jump shot control, and the second display module is used to obtain the trigger position of the throwing control in response to a trigger operation of the throwing control in the jump shot control state; and display the first jump shot control in a reference area corresponding to the trigger position in the first game interface. The first jump shot control is used to control the virtual object to sprint and jump.

[0018] In a possible implementation, the preparatory jump shot control includes a jump control, and the target jump shot control includes a third jump shot control. The second display module is configured to, in response to a trigger operation of the jump control in the jump shot control state, display the third jump shot control in an area around the jump control in the jump shot control state. The third jump shot control is used to control the virtual object to perform a sprint, and the jump control is used to control the virtual object to perform a jump.

[0019] In a possible implementation, the second control module is configured to, in response to a change in the control state of the target jump shot control while the control state of the reference control remains unchanged, control the virtual object to perform a jump shot operation based on the target jump shot control; or, in response to changes in both the control state of the target jump shot control and the control state of the reference control, control the virtual object to perform a jump shot operation based on the reference control; or, in response to the control state of the target jump shot control remaining unchanged while the control state of the reference control changes, control the virtual object to perform a jump shot operation based on the target jump shot control and the reference control.

[0020] In a possible implementation, the second control module is configured to obtain position information and jump shot parameters when the control state of the target jump shot control or the reference control changes. The position information includes at least one of the position of the virtual object or the position of the virtual throwing prop; display a predicted trajectory of the virtual throwing prop, the predicted trajectory being obtained based on the position information and the jump shot parameters, where the predicted trajectory of the virtual throwing prop is a curve between the jump shot starting point and the jump shot ending point of the virtual throwing prop; control the virtual object to perform a jump shot operation, and during the process of the virtual object performing the jump shot operation, the virtual throwing prop moves based on the predicted trajectory of the virtual throwing prop.

[0021] In a possible implementation, the second control module is further configured to determine the jump shot starting point of the virtual throwing prop based on the position information; generate the predicted trajectory of the virtual throwing prop based on the jump shot starting point of the virtual throwing prop and the jump shot parameters.

[0022] In a possible implementation, the virtual object in the sprint jump state performs periodic sprint jump movements in the virtual environment. One period is from the virtual object taking off to landing. The position information includes the position of the virtual object. The second control module is further configured to determine the reference state of the virtual object based on the position of the virtual object. The reference state includes a jump shot start state and a jump shot intermediate state. In response to the virtual object being in the jump shot start state, obtain the position of the first target throwing point, and determine the jump shot starting point of the virtual throwing prop based on the position of the first target throwing point, where the first target throwing point is the highest point position of the virtual object's jump in the current period. In response to the virtual object being in the jump shot intermediate state, obtain the position of the second target throwing point, and determine the jump shot starting point of the virtual throwing prop based on the position of the second target throwing point, where the second target throwing point is the highest point position of the virtual object's jump in the next period. Generate a predicted trajectory of the virtual throwing prop based on the jump shot starting point of the virtual throwing prop and the jump shot parameters.

[0023] In a possible implementation, the position information includes the position of the virtual object. The predicted trajectory of the virtual throwing prop includes a first predicted trajectory and a second predicted trajectory. The second control module is further configured to, when the jump shot parameters include a first throwing parameter, determine the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the first throwing parameter, and determine the first predicted trajectory based on the jump shot starting point of the virtual throwing prop and the first throwing parameter. When the jump shot parameters include a second throwing parameter, determine the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the second throwing parameter, and determine the second predicted trajectory based on the jump shot starting point of the virtual throwing prop and the second throwing parameter. Wherein, among the first throwing parameter and the second throwing parameter, at least one of the relative position between the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial velocity at which the virtual object throws the virtual throwing prop is different.

[0024] In a possible implementation, the first display module is further configured to display a second game interface. The second game interface includes the virtual object and a preparatory jump shot control in a non-jump shot control state. The preparatory jump shot control in the non-jump shot control state is used to control the virtual object to perform a specified operation. In response to the use operation of the virtual throwing prop, convert the preparatory jump shot control in the non-jump shot control state into a preparatory jump shot control in the jump shot control state. Generate the first game interface based on the virtual object and the preparatory jump shot control in the jump shot control state.

[0025] In a possible implementation, the second control module is further configured to control the virtual object to restore its initial state, where the initial state is the state of the virtual object before the use operation of the virtual throwing prop in the second game interface.

[0026] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory. At least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to enable the computer device to implement the control method of the virtual object as described in any one of the above.

[0027] On the other hand, a computer-readable storage medium is further provided. At least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement the control method of the virtual object as described in any one of the above.

[0028] On the other hand, a computer program or a computer program product is further provided. At least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any one of the above control methods of the virtual object.

[0029] The technical solutions provided by the embodiments of the present application at least bring the following beneficial effects:

[0030] In the present application, through the triggering operation of the preparatory jump shot control, the target jump shot control is displayed in the first game interface, and the virtual object is controlled to throw the virtual prop by using one control (the target jump shot control or the reference control) or two controls (the target jump shot control and the reference control) in the first game interface, that is, the virtual object is controlled to perform a jump shot operation, so that the distance of the virtual object throwing the virtual throwing prop in the virtual environment is increased, the implementation difficulty of the jump shot operation is reduced, more players can use the jump shot operation during the game process, and to a certain extent, the diversity and competitiveness of the game operation are improved, and the game experience of the players is enhanced. BRIEF DESCRIPTION OF THE DRAWINGS

[0031] 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 drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0032] Figure 1 It is a schematic diagram of the implementation environment of a control method of a virtual object provided by an embodiment of the present application;

[0033] Figure 2It is a flowchart of a method for controlling a virtual object provided by an embodiment of the present application;

[0034] Figure 3 It is a schematic diagram of a second game interface provided by an embodiment of the present application;

[0035] Figure 4 It is a schematic diagram of a first game interface provided by an embodiment of the present application;

[0036] Figure 5 It is a schematic diagram of displaying a target jump shot control provided by an embodiment of the present application;

[0037] Figure 6 It is another schematic diagram of displaying a target jump shot control provided by an embodiment of the present application;

[0038] Figure 7 It is another schematic diagram of displaying a target jump shot control provided by an embodiment of the present application;

[0039] Figure 8 It is another schematic diagram of displaying a target jump shot control provided by an embodiment of the present application;

[0040] Figure 9 It is a schematic diagram of a virtual object sprinting and jumping provided by an embodiment of the present application;

[0041] Figure 10 It is a schematic diagram of a first predicted trajectory and a second predicted trajectory provided by an embodiment of the present application;

[0042] Figure 11 It is a flowchart of a method for controlling a virtual object provided by an embodiment of the present application;

[0043] Figure 12 It is a schematic diagram of the structure of a control device for a virtual object provided by an embodiment of the present application;

[0044] Figure 13 It is a schematic diagram of the structure of a terminal device provided by an embodiment of the present application;

[0045] Figure 14 It is a schematic diagram of the structure of a server provided by an embodiment of the present application. Detailed implementation manners

[0046] 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.

[0047] It should be noted that the terms "first", "second", etc. in this application are used to distinguish similar objects and do not necessarily describe a specific order or sequence. It should be understood that these terms can be interchanged under appropriate circumstances so that the embodiments of the present application described here can be implemented in an order other than those illustrated or described here. The embodiments described in the following exemplary embodiments do not represent all embodiments 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.

[0048] Before introducing the technical solution of the present application, the abbreviations and key terms related to the embodiments of the present application are defined first.

[0049] Virtual environment: refers to the environment provided (or displayed) when an application runs on a terminal device. This virtual environment is an environment created for virtual objects to move. The virtual environment can be a two-dimensional virtual environment, a 2.5D virtual environment, or a three-dimensional virtual environment, etc. The virtual environment can be a simulation environment of the real world, a semi-simulation environment of the real world, or a pure fictional environment. Exemplarily, the virtual environment involved in the embodiments of the present application is a three-dimensional virtual environment.

[0050] Virtual object: refers to an active object in the virtual environment. This active object can be a virtual character, a virtual animal, an anime character, etc. The player can control the virtual object by means of peripheral components or by clicking on the touch display screen. Each virtual object has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment. Exemplarily, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional solid model created based on animation skeleton technology.

[0051] Virtual throwing prop: refers to a virtual prop that needs to be triggered after being thrown by a virtual object. Virtual throwing props include virtual bombs, virtual gas bombs, virtual signal flares, virtual smoke bombs, etc. Virtual throwing props can have a large-scale impact in the virtual environment. For example, when a virtual object throws a virtual smoke bomb into the virtual environment, the virtual smoke spreads rapidly in the virtual environment. In addition, virtual throwing props can also have a large impact on the virtual object itself and other virtual objects. For example, when a virtual object throws a virtual bomb, it can damage multiple virtual objects within the range of the virtual bomb's effect.

[0052] Jump throw operation: refers to the player controlling the virtual object to throw a virtual throwing prop during a sprint jump. Through the jump throw operation, the virtual object can throw the virtual throwing prop to a farther position to achieve the interaction between the virtual object and other virtual objects or the interaction with the virtual environment. For example, killing other virtual objects at a farther position.

[0053] In related technologies, most players trigger controls through two-finger operations, which can control two controls simultaneously. For example, generally, the thumbs of the left and right hands are used to operate on the screen of the terminal device, and two controls can be clicked simultaneously. Of course, there are also a few advanced players who can perform three-finger or four-finger operations, which can control more controls simultaneously and perform more complex operations on virtual objects. For example, a jump shot operation.

[0054] Taking the example that a player generally needs to trigger three controls simultaneously to complete a jump shot operation on a virtual object, the jump shot operation requires triggering a sprint control, a jump control, and a throw control simultaneously. Due to the complexity of its operation, most players rarely use this operation in the game. When implementing the jump shot operation with three fingers, it is difficult to perform other game operations. For example, performing a marking operation in a virtual environment. Therefore, players rarely use the jump shot operation during the game, resulting in the inability to kill other virtual objects at a relatively long distance, reducing the competitiveness and gaming experience of the game.

[0055] In response to this, the embodiments of the present application provide a method for controlling a virtual object to reduce the implementation difficulty of the jump shot operation, enabling more players to use the jump shot operation during the game, improving the diversity and competitiveness of game operations to a certain extent, and enhancing the gaming experience of players.

[0056] Figure 1 is a schematic diagram of the implementation environment of a method for controlling a virtual object provided by the embodiments of the present application. As Figure 1 shown, the implementation environment includes: a terminal device 101 and a server 102. Among them, a client capable of providing a virtual environment is installed and running in the terminal device 101, and the terminal device 101 is used to execute the method for controlling a virtual object provided by the embodiments of the present application.

[0057] Exemplarily, the client may be a game client. The game client that provides a virtual environment in the terminal device 101 includes, but is not limited to, First-Person Shooting (FPS) games, Third-Person Shooting (TPS) games, open-world games, Multiplayer Online Battle Arena (MOBA) games, multiplayer shooting survival games, Massively Multiplayer Online Role-Playing Game (MMO), Action Role Playing Game (ARPG), Virtual Reality (VR) clients, Augmented Reality (AR) clients, three-dimensional map programs, map simulation programs, social clients, interactive entertainment clients, etc.

[0058] Exemplarily, the terminal device 101 displays a virtual object and the virtual environment in which the virtual object is located. The user controls the virtual object in the virtual environment through the terminal device 101 to perform activities, and the activities include at least one of the following ways: adjusting the body posture, crawling, walking, running, cycling, jumping, driving, virtual shooting, using virtual throwing props, attacking other virtual objects, being attacked by other virtual objects, and receiving virtual damage in the virtual environment (such as a poisonous gas circle, falling objects from a height).

[0059] The server 102 is used to provide background services for the game client installed on the terminal device 101 that can provide a virtual environment. In a possible implementation manner, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Or, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Or, a distributed computing architecture is adopted between the terminal device 101 and the server 102 for collaborative computing.

[0060] Optionally, the terminal device 101 may be any electronic device product that can perform human-computer interaction with the user in one or more ways such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car machine, a smart TV, etc.

[0061] The terminal device 101 can generally refer to one of multiple terminal devices. In this embodiment, only the terminal device 101 is used as an example for illustration. Those skilled in the art can understand that the number of the above-mentioned terminal devices 101 can be more or less. For example, the above-mentioned terminal device 101 can be only one, or the above-mentioned terminal device 101 can be dozens or hundreds, or a larger number. The embodiments of the present application do not limit the number and device type of the terminal device 101.

[0062] The server 102 is a single server, or a server cluster composed of multiple servers, or any one of a cloud computing platform and a virtualization center. The embodiments of the present application do not limit this. The server 102 is directly or indirectly communicatively connected to the terminal device 101 through a wired or wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 can also have other functions. The embodiments of the present application do not limit this.

[0063] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are only for illustration. Other existing or future terminal devices or servers that are applicable to the present application should also be included in the protection scope of the present application and are hereby incorporated herein by reference.

[0064] The embodiments of the present application provide a method for controlling a virtual object. This method can be applied to the Figure 1 shown implementation environment. For example, this method can be executed by Figure 1 the terminal device 101 in, or can be executed by the interaction between the terminal device 101 and the server 102. Taking the terminal device 101 executing this method as an example, as Figure 2 shown, this method includes the following steps 100 to step 400.

[0065] In step 100, a first game interface is displayed. The first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state. The virtual object has a virtual throwing prop.

[0066] In an exemplary embodiment of the present application, a game client capable of providing a virtual environment is installed and run in the terminal device. This game client can be a client of any game. The embodiments of the present application do not limit this. Exemplarily, the present application takes an FPS game client as an example for illustration. In response to the FPS game client receiving a start instruction, the terminal device displays a game preloading interface of the application program. Among them, the game preloading interface can include a virtual object selection interface, a player teaming interface, a map selection interface, and a loading interface for this game, etc.

[0067] In an exemplary embodiment of the present application, after the start of the FPS game, a first game interface can be displayed. Among them, the first game interface includes virtual objects located in a virtual environment, and the virtual objects have virtual throwing props.

[0068] Exemplarily, the virtual environment is an environment provided by an application program of a terminal device. In the virtual environment, multiple virtual objects can be displayed. Among them, different virtual objects can be controlled by different players. In addition to displaying virtual objects, virtual elements can also be displayed in the virtual environment. Among them, virtual elements can include mountains, flatlands, rivers, lakes, seas, deserts, swamps, quicksands, skies, plants, buildings, etc. The virtual environment in this application is for illustrative purposes, and this application does not limit it.

[0069] In an exemplary embodiment of the present application, the first game interface can also include multiple controls. Players use the controls to control the virtual objects to interact with other virtual objects or the virtual environment. For example, control the virtual objects to crawl, walk, run, jump, drive a virtual vehicle, virtual shooting, use virtual throwing props, etc. For example, when the player controls the virtual object to move in the virtual environment, the player can further control the virtual object to pick up virtual throwing props in the virtual environment or the virtual object can snatch the virtual throwing props of other virtual objects. The acquisition method of virtual throwing props in this application is for illustrative purposes, and this application does not limit it.

[0070] In an exemplary embodiment of the present application, the controls in the first game interface can also include a preparatory jump shot control in the jump shot control state. Among them, the preparatory jump shot control is used to generate a target jump shot control. The preparatory jump shot control can include at least one of a joystick control, a throwing control, or a jumping control.

[0071] In a possible implementation manner, before the first game interface is displayed, the first game interface can also be generated based on a second game interface. The process of generating the first game interface based on the second game interface can include: displaying the second game interface, the second game interface includes a virtual object and a preparatory jump shot control in a non-jump shot control state, and the preparatory jump shot control in a non-jump shot control state is used to control the virtual object to perform a specified operation; in response to the use operation of the virtual throwing prop, convert the preparatory jump shot control in the non-jump shot control state into a preparatory jump shot control in the jump shot control state; generate the first game interface based on the virtual object and the preparatory jump shot control in the jump shot control state.

[0072] Exemplarily, the second game interface is the game interface before the player controls the virtual object to use the virtual throwing prop. The second game interface can include a virtual object, and the virtual object has a virtual prop in an unused state. Among them, when the virtual throwing prop is in an unused state, the preparatory jump shot control is in a non-jump shot state.

[0073] Figure 3 This is a schematic diagram of a second game interface provided by an embodiment of the present application. As Figure 3 shown, in the second game interface, the virtual object 110 is in a gun-holding state. The second game interface includes a preparatory jump shot control in a non-jump shot state, and the preparatory jump shot control may include a joystick control 120, a jump control 130, and a throwing control 140. Among them, the joystick control 120 is used to control the position of the virtual object in the virtual environment, and the player can control the virtual object to move forward, backward, left, and right in the virtual environment by controlling the joystick control 120; the jump control 130 is used to control the virtual object to jump in the virtual environment. For example, the player can pass through virtual obstacles in the virtual environment or use virtual throwing props 160 during the jump by the jump control 130.

[0074] In addition, the virtual object 110 can pick up virtual throwing props 160 in the virtual environment or the virtual object 110 can snatch the virtual throwing props 160 of other virtual objects. When the player needs to use the virtual throwing props 160, the virtual object 110 can be controlled to use the virtual throwing props 160 based on the use control 150 of the virtual throwing props. When the virtual throwing props 160 are not used, the throwing control 140 can be used to control the virtual object 110 to perform an attack operation. When the virtual throwing props 160 are used, the throwing control 140 can be used to control the virtual object 110 to throw the virtual throwing props 160.

[0075] In an exemplary embodiment of the present application, in response to a trigger operation of the use control of the virtual throwing props, the preparatory jump shot control in a non-jump shot control state is converted into a preparatory jump shot control in a jump shot control state. The preparatory jump shot control in the jump shot control state may have a different display state from the preparatory jump shot control in the non-jump shot control state. For example, the preparatory jump shot control in the jump shot control state may be highlighted or shaded. Among them, while the preparatory jump shot control in the jump shot control state controls the virtual object to perform the corresponding operation, it can also be used to generate a target jump shot control.

[0076] In a possible implementation manner, in response to a trigger operation of the use control of the virtual throwing props, the virtual object can be converted from a gun-holding state to a state of using the virtual throwing props. For example, the virtual object can hold the virtual throwing props. Optionally, the first game interface can also display the predicted trajectory of the virtual throwing props. The predicted trajectory is the predicted trajectory of the virtual throwing props corresponding to the current motion state of the virtual object.

[0077] Exemplarily, after the preparatory jump shot control is in the jump shot state, a first game interface is generated. In this application, the preparatory jump shot control shown in shadow is the preparatory jump shot control in the jump shot state, and the preparatory jump shot control includes a joystick control, a jump control, and a throw control as an example for illustration. Figure 4 It is a schematic diagram of a first game interface provided by an embodiment of this application. As Figure 4 shown, when the use control 150 of the virtual throwing prop is triggered, the virtual object 110 can hold the virtual throwing prop 160. At this time, the joystick control 121, the jump control 131, and the throw control 141 are in the jump shot control state. For example, the states of the joystick control 121, the jump control 131, and the throw control 141 displayed in the first game interface are shown in shadow.

[0078] In an exemplary embodiment of this application, when the use control of the virtual throwing prop is triggered, the virtual throwing prop held by the virtual object enters a countdown, and before the countdown ends, the virtual object needs to complete the throwing operation of the virtual throwing prop. Optionally, after the use control of the virtual throwing prop is triggered, the predicted trajectory of the virtual throwing prop can be displayed in a different color from before to remind the player to throw the virtual throwing prop in time.

[0079] It should be noted that the display states of the preparatory jump shot control in the jump shot control state and the preparatory jump shot control in the non-jump shot control state are different, and as long as they can be distinguished by the player. The display forms of the preparatory jump shot control in the jump shot control state and the preparatory jump shot control in the non-jump shot control state in this application are for exemplary illustration, and the two states of the preparatory jump shot control can also be displayed in other ways. This application does not limit this.

[0080] In step 200, in response to the trigger operation of the preparatory jump shot control in the jump shot control state, a target jump shot control is displayed in the first game interface.

[0081] In an exemplary embodiment of this application, according to different situations of the preparatory jump shot control in the jump shot control state, the ways of displaying the target jump shot control in the first game interface include but are not limited to any one of the following situations 1 to 4.

[0082] Situation 1, the preparatory jump shot control in the jump shot control state includes a joystick control, and the target jump shot control includes a first jump shot control. The process of displaying the target jump shot control in the first game interface may include: in response to the trigger operation of the joystick control in the jump shot control state in the first reference direction, the first jump shot control is displayed in the first reference direction of the joystick control in the first game interface, and the first jump shot control is used to control the virtual object to sprint and jump.

[0083] Figure 5This is a schematic diagram showing a target jump shot control provided by an embodiment of the present application. As Figure 5 shown, taking the upper side of the joystick control 121 in the jump shot control state as an example of the first reference direction of the joystick control 121, when the player drags the joystick control 121 upward, a first jump shot control 210 is displayed above the joystick control 121. In the subsequent process, when the first jump shot control 210 is triggered, the virtual object 110 can be controlled to sprint and jump.

[0084] Case 2, the preparatory jump shot control in the jump shot control state includes a joystick control, and the target jump shot control includes a second jump shot control. The process of displaying the target jump shot control in the first game interface may include: in response to a trigger operation of the joystick control in the jump shot control state in the first reference direction, a sprint control is displayed in the first reference direction of the joystick control in the first game interface; in response to a trigger operation of the sprint control, a second jump shot control is displayed in the second reference direction of the sprint control in the first game interface. The sprint control is used to control the virtual object to sprint, and the second jump shot control is used to control the virtual object to jump.

[0085] It should be noted that the first reference direction and the second reference direction may be the same or different. In the present application, the case where the first reference direction and the second reference direction are the same is taken as an example for illustration.

[0086] Figure 6 This is another schematic diagram showing a target jump shot control provided by an embodiment of the present application. As Figure 6 shown, continuing to take the upper side of the joystick control 121 in the jump shot control state as an example of the first reference direction of the joystick control 121, when the player drags the joystick control 121 upward, a sprint control 220 is displayed above the joystick control 121. After the sprint control 220 is triggered, the sprint control 220 shows a shadow state. At this time, the virtual object 110 performs a sprint operation in the virtual environment, and a second jump shot control 310 is displayed above the sprint control 220. In the subsequent process, after the second jump shot control 310 is triggered, the virtual object 110 can be controlled to jump in the virtual environment.

[0087] It should be noted that the second jump shot control will only be displayed when the player drags the joystick control in the jump shot control state in the first reference direction. When dragging the joystick control in the jump shot control state in other directions, the virtual object can be controlled to move in the virtual environment. Among them, the player can set the first reference direction and the second reference direction based on their own gaming habits in the game settings interface, or the first reference direction and the second reference direction are set by the developer. The present application does not limit the setting method of the first reference direction and the second reference direction.

[0088] Case 3. The preparatory jump shot control in the jump shot control state includes a throwing control, and the target jump shot control includes a first jump shot control. The process of displaying the target jump shot control in the first game interface may include: in response to a trigger operation of the throwing control in the jump shot control state, obtaining the trigger position of the throwing control; displaying the first jump shot control in the reference area corresponding to the trigger position in the first game interface, where the first jump shot control is used to control the virtual object to sprint and jump.

[0089] Figure 7 This is another schematic diagram showing the display of the target jump shot control provided by an embodiment of the present application. As Figure 7 shown, after the throwing control 141 in the jump shot control state is triggered, the trigger position 211 of the throwing control 141 is determined, where the trigger position may be the position where the player clicks or presses the throwing control 141. The first jump shot control 210 is displayed in the reference area corresponding to the trigger position 211. In the subsequent process, when the first jump shot control 210 is triggered, it can control the virtual object 110 to sprint and jump.

[0090] For example, taking the shape of the throwing control as a circle, the throwing control is divided into different fan-shaped areas with the center of the throwing control as the center. The fan-shaped areas located outside the throwing control may be the reference areas corresponding to the trigger positions. The reference area corresponding to the trigger position is determined among the multiple fan-shaped areas, and the first jump shot control is displayed at a position at a reference distance from the center of the throwing control in the reference area. For example, the first jump shot control may be located on the straight line between the center of the throwing control and the trigger position.

[0091] In the process of displaying the first jump shot control in the present application, by determining the trigger position of the throwing control and displaying the first jump shot control in the reference area corresponding to the trigger position, it can facilitate the operation of players in the game, reduce the difficulty of control triggering in the game, and improve the game experience of players.

[0092] It should be noted that the control area occupied by the throwing control of the present application in the first game interface is relatively large. For the convenience of players' operations in the game, the first jump shot control is displayed in the reference area corresponding to the trigger position of the throwing control. If other controls in the preparatory jump shot control occupy a relatively large control area in the first game interface, the corresponding target jump shot control can also be displayed based on the above method to facilitate the game operation of players, where the target jump shot control may include the first jump shot control or the third jump shot control.

[0093] For example, the control area occupied by the preliminary jump shot control in the first game interface can be compared with the control area threshold. If the control area occupied by the preliminary jump shot control is greater than or equal to the control area threshold, the trigger position of the preliminary jump shot control can be determined, and the target jump shot control is displayed in the reference area corresponding to the trigger position, where the preliminary jump shot control includes, but is not limited to, the throwing control and the jumping control.

[0094] In Case 4, the preliminary jump shot control in the jump shot control state includes the jumping control, and the target jump shot control includes the third jump shot control. The process of displaying the target jump shot control in the first game interface can include: in response to the trigger operation of the jumping control in the jump shot control state, the third jump shot control is displayed in the area around the jumping control in the jump shot control state. The third jump shot control is used to control the virtual object to sprint, and the jumping control is used to control the virtual object to jump.

[0095] Figure 8 It is another schematic diagram of displaying the target jump shot control provided by the embodiment of the present application. As Figure 8 shown, when the jumping control 131 in the jump shot control state is triggered, the virtual object 110 jumps in the virtual environment, and the third jump shot control 320 is displayed in the area 212 around the jumping control 131 in the jump shot control state. Among them, the area 212 around the jumping control 131 can be a circular area centered on the center of the jumping control 131 with a set distance as the radius, as Figure 8 the dotted area in the figure. The third jump shot control 320 can be located at any position in the area 212 or at a specified position in the area 212. Optionally, the position of the third jump shot control 320 in the area 212 can be set based on the player's game operation habits.

[0096] It should be noted that this application takes the trigger operations of the joystick control, the throwing control, and the jumping control as the preliminary jump shot controls in the jump shot control state to generate the target jump shot control in the first game interface as an example. The preliminary jump shot controls in the jump shot control state can also include other controls, and generating the target jump shot control based on other controls is not limited in this application.

[0097] In step 300, in response to the trigger operation of the target jump shot control, the virtual object is controlled to be in the pre-throwing state.

[0098] In an exemplary embodiment of the present application, the target jump shot control can be triggered based on a player's triggering operation, and the player's triggering operation can include, but is not limited to, at least one of a click operation, a press operation, or a swipe operation. For example, the click operation is for the player to click on the target jump shot control with a finger; the press operation is for the player to press on the target jump shot control with a finger, and the press has a certain duration; the swipe operation is for the player's finger to swipe from another control to the target jump shot control, and the other control can include a joystick control, a throwing control, and a jumping control in the jump shot control state. When the target jump shot control is triggered, the virtual object is controlled to be in a pre-throwing state, where the pre-throwing state can be a state where the virtual object holds a virtual throwing prop and performs a sprint jump in the virtual environment.

[0099] Figure 9 is a schematic diagram of a virtual object's sprint jump provided by an embodiment of the present application. As Figure 9 shown, in order to better display the process of the virtual object's sprint jump in the virtual environment, a circle is used to represent the virtual object 110, and the virtual object 110 can perform periodic sprint jumps. Figure 9 Taking the virtual object 110's sprint jump for n cycles as an example, the takeoff to landing of the virtual object 110 is one cycle. In each cycle, the virtual object 110 jumps once and moves a certain distance in the forward direction. Taking the first cycle T1 as an example, the virtual object 110 starts jumping from the takeoff point 311 and ends one jump at the landing point 313.

[0100] The present application triggers the pre-throwing state of the virtual object through the target jump shot control. The virtual object in the pre-throwing state performs a sprint jump in the virtual environment, which is beneficial to simplifying the subsequent process of the player controlling the virtual object to perform a jump shot operation, facilitating the player's operation in the game, and improving the player's gaming experience.

[0101] In step 400, the virtual object is controlled to perform a jump shot operation based on at least one of the target jump shot control or the reference control. The jump shot operation is for the virtual object in the pre-throwing state to throw a virtual throwing prop, and the reference control is located on the first game interface.

[0102] In an exemplary embodiment of the present application, the process of controlling the virtual object to perform a jump shot operation based on at least one of the target jump shot control or the reference control can include: in response to a change in the control state of the target jump shot control and the control state of the reference control remaining unchanged, controlling the virtual object to perform a jump shot operation based on the target jump shot control; or, in response to a change in the control states of both the target jump shot control and the reference control, controlling the virtual object to perform a jump shot operation based on the reference control; or, in response to the control state of the target jump shot control remaining unchanged and a change in the control state of the reference control, controlling the virtual object to perform a jump shot operation based on both the target jump shot control and the reference control.

[0103] In one embodiment of the present application, a control in the first game interface is used to control a virtual object to perform a jump shot operation, that is, the virtual object in the virtual throwing state throws a virtual prop. For example, the target jump shot control is used to control the virtual object to perform a jump shot operation. Exemplarily, the control states of the target jump shot control and the reference control are detected. In response to detecting that the control state of the target jump shot control has changed and the control state of the reference control has not changed, for example, the player presses and then cancels pressing the target jump shot control, and the reference control is not clicked. At this time, the virtual object throws a virtual throwing prop in the state of sprinting and jumping, so that the virtual object completes the jump shot operation. The player can control the target jump shot control with one finger to achieve the jump shot operation of the virtual object.

[0104] In one embodiment of the present application, a control in the first game interface is used to control a virtual object to perform a jump shot operation, that is, the virtual object in the virtual throwing state throws a virtual prop. For example, the reference control is used to control the virtual object to perform a jump shot operation. Exemplarily, the control states of the target jump shot control and the reference control are detected. In response to detecting that the control states of the target jump shot control and the reference control have changed, for example, the player presses and then cancels pressing the target jump shot control and the player clicks the reference control. At this time, after clicking the reference control, the virtual object throws a virtual throwing prop in the state of sprinting and jumping. Among them, the reference control can be any control in the first game interface other than the target jump shot control. For example, when the target jump shot control is a joystick control, the reference control can be a throwing control. The reference control is used to control the virtual object to perform a jump shot operation. That is to say, when the reference control is triggered, the virtual object throws a virtual throwing prop in the state of sprinting and jumping, so that the virtual object completes the jump shot operation.

[0105] In a possible implementation manner, if the positions of the target jump shot control and the reference control in the first display interface are small, the player can control the reference control with one finger to achieve the jump shot operation of the virtual object. For example, use the finger pressing the target jump shot control to click the reference control; if the positions of the target jump shot control and the reference control in the first display interface are large, the player can control the reference control and the target jump shot control with two fingers to achieve the jump shot operation of the virtual object. For example, one finger cancels pressing the target jump shot control, and the other finger clicks the reference control.

[0106] In an embodiment of the present application, when using two controls in the first game interface to control a virtual object to perform a jump shot operation, for example, controlling the virtual object to perform a jump shot operation through a target jump shot control and a reference control, that is, the virtual object in the virtual throwing state throws a virtual prop. Exemplarily, the control states of the target jump shot control and the reference control are detected. In response to detecting that the control state of the target jump shot control has not changed and the control state of the reference control has changed, for example, the player clicks the reference control while continuously pressing the target jump shot control. At this time, the virtual object throws a virtual throwing prop in the state of sprinting and jumping. Among them, the reference control can be any control other than the target jump shot control in the first game interface. For example, when the target jump shot control is a joystick control, the reference control can be a throwing control. The reference control is used to assist in controlling the virtual object to perform a jump shot operation. That is to say, when the target jump shot control is in a pressed state and the reference control is triggered, the virtual object throws a virtual throwing prop in the state of sprinting and jumping, so that the virtual object completes the jump shot operation. The player can control the target jump shot control and the reference control with two fingers at the same time to achieve the jump shot operation of the virtual object.

[0107] In the present application, through the triggering operation of the preparatory jump shot control, the target jump shot control is displayed in the first game interface, and one control (the target jump shot control or the reference control) or two controls (the target jump shot control and the reference control) in the first game interface are used to control the virtual object to perform a jump shot operation, so that the distance for the virtual object to throw a virtual throwing prop in the virtual environment is increased, the implementation difficulty of the jump shot operation is reduced, more players can use the jump shot operation during the game, and to a certain extent, the diversity and competitiveness of the game operation are improved, and the game experience of the player is enhanced.

[0108] In an embodiment of the present application, the player can achieve the jump shot operation with one finger or two fingers. During the process of achieving the jump shot operation, the player can also achieve other operations in the game, reducing the operation difficulty of the game and increasing the possibility of controlling the virtual object to achieve other complex operations in the game.

[0109] In an exemplary embodiment of the present application, before the virtual object performs a jump shot operation, it is necessary to predict the movement trajectory of the virtual throwing prop during the jump shot operation to obtain the predicted trajectory of the virtual throwing prop. When the virtual object performs a jump shot operation, the virtual throwing prop moves based on the predicted trajectory.

[0110] Exemplarily, the process of controlling the virtual object to perform a jump shot operation based on at least one of the target jump shot control or the reference control may include steps 410 to 430.

[0111] In step 410, position information and jump shot parameters are obtained when the control state of the target jump shot control or the reference control changes. The position information includes at least one of the position of the virtual object or the position of the virtual throwing prop.

[0112] In an exemplary embodiment of the present application, the control state of the target jump shot control or the reference control is detected. When it is detected that the control state of the target jump shot control or the reference control changes, for example, the target jump shot control changes from a pressed state to a non-pressed state or the reference control is clicked, the position information and the jump shot parameters are obtained. The position information may include at least one of the position of the virtual object or the position of the virtual throwing prop. The position information of the virtual object includes the coordinates of the virtual object in the virtual environment, and the position of the virtual throwing prop includes the coordinates of the virtual throwing prop in the virtual environment. The jump shot parameters are used to assist in determining the predicted trajectory of the virtual throwing prop. The jump shot parameters may include, but are not limited to, virtual environment information, throwing functions, the reference state of the virtual object, the throwing parameters of the virtual throwing prop, etc. Among them, the reference state of the virtual object is the state of the virtual object during a sprint jump at the current moment.

[0113] In step 420, the predicted trajectory of the virtual throwing prop is displayed. The predicted trajectory is obtained based on the position information and the jump shot parameters. Among them, the predicted trajectory of the virtual throwing prop is a curve between the jump shot starting point and the jump shot ending point of the virtual throwing prop.

[0114] In an exemplary embodiment of the present application, before displaying the predicted trajectory of the virtual throwing prop, it is also necessary to generate the predicted trajectory of the virtual throwing prop. The process of generating the predicted trajectory of the virtual throwing prop may include step 421 and step 422.

[0115] In step 421, the jump shot starting point of the virtual throwing prop is determined based on the position information.

[0116] Exemplarily, when the virtual object is in a sprint jump state, it can hold the virtual throwing prop, and the position of the virtual throwing prop when the control state of the target jump shot control or the reference control changes is used as the jump shot starting point of the virtual throwing prop.

[0117] When the position information is the position of the virtual object, the position of the virtual object may include, but is not limited to, the position of the center point of the virtual object, the motion posture of the virtual object, and the reference distance between the hand of the virtual object and the center point. The position of the virtual object's hand is determined by using the motion posture of the virtual object in the virtual environment and the position of the center point of the virtual object. During the dash and jump of the virtual object, the distance between the position of the virtual object's hand and the center point of the virtual object is the reference distance. The coordinates of the jump shot starting point of the virtual throwing prop are determined by the coordinates of the center point of the virtual object. It should be noted that during the dash and jump of the virtual object, the reference distance may change with the change of the motion state of the virtual object.

[0118] When the position information is the position of the virtual throwing prop, the position coordinates of the virtual throwing prop can be directly used as the jump shot starting point of the virtual throwing prop.

[0119] In step 422, a predicted trajectory of the virtual throwing prop is generated based on the jump shot starting point and the jump shot parameters of the virtual throwing prop.

[0120] Exemplarily, after determining the jump shot starting point, a throwing function corresponding to the virtual throwing prop during the jump shot is determined based on the jump shot parameters. When any one of the virtual environment where the virtual object is located, the reference state of the virtual object, or the throwing parameters of the virtual throwing prop is different, it may cause the throwing function corresponding to the virtual throwing prop during the jump shot to be different. After determining the throwing function, a predicted trajectory of the virtual throwing prop can be generated based on the jump shot starting point and the throwing function. Further, the jump shot end point of the virtual throwing prop is determined through the predicted trajectory of the virtual throwing prop. When there are other virtual objects on the predicted trajectory, the jump shot end point is the interaction point between the virtual throwing prop and the other virtual objects; when there are no other virtual objects on the predicted trajectory, the jump shot end point is the interaction point between the virtual throwing prop and the virtual environment.

[0121] This application uses the position information to determine the jump shot starting point of the virtual throwing prop. During the dash and jump of the virtual object, a predicted trajectory of the virtual throwing prop is generated through the jump shot starting point and the jump shot parameters, and the virtual throwing prop is thrown based on the predicted trajectory. To a certain extent, the throwing distance of the virtual throwing prop can be increased.

[0122] In another exemplary embodiment of this application, when the position information includes the position of the virtual object, the process of generating the predicted trajectory of the virtual throwing prop may include steps 423 to 426.

[0123] In step 423, the reference state of the virtual object is determined based on the position of the virtual object, and the reference state includes the jump shot start state and the jump shot intermediate state.

[0124] Exemplarily, when in the sprint jump state, the virtual object can perform periodic sprint jump movements in the virtual environment. The reference state of the virtual object can be determined based on the position of the virtual object when the control state of the target jump shot control or the reference control changes. Combining Figure 9 , an exemplary description of the reference state of the virtual object is given. The reference state includes a jump shot start state and a jump shot intermediate state. Among them, the jump shot start state can be the state where the virtual object is located at the takeoff point 311 and is ready to jump, and the jump shot intermediate state can be other states during the jump process except the jump shot start state. For example, the jump shot intermediate state can be the state of the virtual object except the takeoff point 311 within the T1 period.

[0125] In step 424, in response to the virtual object being in the jump shot start state, the position of the first target throwing point is obtained, and the jump shot start point of the virtual throwing prop is determined based on the position of the first target throwing point, where the first target throwing point is the highest point position of the virtual object's jump in the current period.

[0126] Exemplarily, when the control state of the target jump shot control or the reference control changes, the virtual object is in the jump shot start state. Combining Figure 9 , that is to say, when the control state of the target jump shot control or the reference control changes, the virtual object is located at the takeoff point 311. Among them, the first target throwing point 312-1 is the highest point that the virtual object 110 can reach in the T1 jump period. Then, the position of the first target throwing point 312-1 is used to determine the jump shot start point of the virtual throwing prop. The method of using the position of the first target throwing point 312-1 to determine the jump shot start point of the virtual throwing prop is similar to step 421 and will not be elaborated here.

[0127] In step 425, in response to the virtual object being in the jump shot intermediate state, the position of the second target throwing point is obtained, and the jump shot start point of the virtual throwing prop is determined based on the position of the second target throwing point, where the second target throwing point is the highest point position of the virtual object's jump in the next period.

[0128] Exemplarily, when the control state of the target jump shot control or the reference control changes, the virtual object is in the jump shot intermediate state. Combining Figure 9 , that is to say, when the control state of the target jump shot control or the reference control changes, the virtual object is located at a position other than the takeoff point 311. Among them, the second target throwing point 312-2 is the highest point that the virtual object 110 can reach in the next period, that is, in the T2 jump period. Then, the position of the second target throwing point 312-2 is used to determine the jump shot start point of the virtual throwing prop. The method of using the position of the second target throwing point 312-2 to determine the jump shot start point of the virtual throwing prop is similar to step 421 and will not be elaborated here.

[0129] In step 426, a predicted trajectory of the virtual throwing prop is generated based on the jump shot starting point and jump shot parameters of the virtual throwing prop. Among them, the process of determining the predicted trajectory in step 426 is similar to that in step 422, and will not be elaborated here.

[0130] In this application, the first target throwing point or the second target throwing point is determined based on the reference state of the virtual object. Among them, the first target throwing point and the second target throwing point are the highest points that the virtual object can reach in the current sprint jump cycle or the next sprint jump cycle. The jump shot starting point is determined based on the position of the virtual object at the highest point, which can further increase the throwing distance of the virtual throwing prop.

[0131] In an exemplary embodiment of this application, in steps 422 and 426, during the process of generating the predicted trajectory of the virtual throwing prop based on the jump shot starting point and jump shot parameters of the virtual throwing prop, the throwing parameters for the virtual object to throw the virtual throwing prop can also be determined based on the jump shot parameters, and the predicted trajectory of the virtual throwing prop can be determined in combination with the throwing parameters.

[0132] Exemplarily, when the position information includes the position of the virtual object, the process of generating the predicted trajectory of the virtual throwing prop based on the jump shot starting point and jump shot parameters of the virtual throwing prop may include: when the first throwing parameter is included in the jump shot parameters, determining the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the first throwing parameter, and determining the first predicted trajectory based on the jump shot starting point and the first throwing parameter of the virtual throwing prop; when the second throwing parameter is included in the jump shot parameters, determining the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the second throwing parameter, and determining the second predicted trajectory based on the jump shot starting point and the second throwing parameter of the virtual throwing prop; among the first throwing parameter and the second throwing parameter, at least one of the relative position between the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial velocity at which the virtual object throws the virtual throwing prop is different.

[0133] Exemplarily, the throwing parameters may include a first throwing parameter and a second throwing parameter, and at least one of the relative position between the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial velocity at which the virtual object throws the virtual throwing prop is different between the first throwing parameter and the second throwing parameter. For example, the relative position between the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, and the initial velocity at which the virtual object throws the virtual throwing prop are all different between the first throwing parameter and the second throwing parameter.

[0134] When the jump shot parameter includes a first throwing parameter, obtain the first relative position information of the virtual throwing prop and the virtual object. The first relative position information may include the direction of the virtual throwing prop relative to the virtual object and the distance of the virtual throwing prop relative to the virtual object. Determine the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the first relative position information. Obtain the first predicted trajectory using the throwing function corresponding to the first throwing parameter and the jump shot starting point of the virtual throwing prop.

[0135] When the jump shot parameter includes a second throwing parameter, obtain the second relative position information of the virtual throwing prop and the virtual object. The second relative position information may include the direction of the virtual throwing prop relative to the virtual object and the distance of the virtual throwing prop relative to the virtual object. Determine the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the second relative position information. Obtain the second predicted trajectory using the throwing function corresponding to the second throwing parameter and the jump shot starting point of the virtual throwing prop.

[0136] It should be noted that the throwing function curve corresponding to the first throwing parameter is different from the throwing function curve corresponding to the second throwing parameter.

[0137] Figure 10 It is a schematic diagram of a first predicted trajectory and a second predicted trajectory provided by an embodiment of the present application. As Figure 10 shown, the first display interface may further include a throwing parameter control 170. Through the throwing parameter control 170, the throwing parameters for the virtual object to throw the virtual throwing prop 160 can be switched. The throwing parameters may include a first throwing parameter and a second throwing parameter. For example, the first throwing parameter may correspond to a high throw, that is, the virtual object can lift the virtual throwing prop 160 to the highest position (not shown in the figure) and throw the virtual throwing prop 160 at a first angle and a first initial velocity to obtain a first predicted trajectory 180. The second throwing parameter may correspond to a low throw, that is, the virtual object 110 can place the virtual throwing prop 160 at the waist position of the virtual object (not shown in the figure) and throw the virtual throwing prop 160 at a second angle and a second initial velocity to obtain a second predicted trajectory 190. At least one of the first angle and the second angle or the first initial velocity and the second initial velocity is different. For example, the first angle is greater than the second angle, and the first initial velocity is greater than the second initial velocity.

[0138] During the process of generating the predicted trajectory in this application, different predicted trajectories corresponding to different throwing parameters can also be obtained by selecting the throwing parameters of the virtual throwing prop. Players can flexibly select through the throwing parameters of the virtual throwing prop, increasing the diversity of the movement trajectory of the virtual throwing prop during the jump shot. Moreover, during the jump shot, players can jump to the highest point and use the throwing parameters corresponding to the high throw to throw the virtual throwing prop, which can achieve the farthest throwing distance of the virtual throwing prop, increasing the competitiveness of the game and the diversity of the game process, and improving the game experience of players.

[0139] In step 430, the virtual throwing prop is thrown based on the predicted trajectory, where the virtual throwing prop moves based on the predicted trajectory of the virtual throwing prop.

[0140] Exemplarily, after determining the predicted trajectory of the virtual throwing prop, the player can use the predicted trajectory to determine whether the jump shot end point of the virtual throwing prop is within the target area, where the target area is the area where the player needs to throw the virtual throwing prop. If the jump shot end point is located inside the target area, control the virtual object to throw the virtual throwing prop; if the jump shot end point is located outside the target area, control the virtual object to move, or switch the throwing parameters corresponding to the high throw until the jump shot end point is located inside the target area, and then control the virtual object to throw the virtual throwing prop.

[0141] In an exemplary embodiment of this application, after the virtual object throws the virtual throwing prop through a jump shot operation, control the virtual object to restore to the initial state, where the initial state is the state of the virtual object before the use operation of the virtual throwing prop in the second game interface. For example, the initial state can be the state of the virtual object holding a gun. Exemplarily, after the virtual object throws the virtual throwing prop through a jump shot operation, the target jump shot button can be hidden or disappear to avoid accidental touch by the player.

[0142] Figure 11 is a flowchart of a method for controlling a virtual object provided by an embodiment of this application. This method can be executed by Figure 1 the terminal device 101 in the shown implementation environment. This method includes the following content.

[0143] Step 510, display the second game interface, where the second game interface includes a virtual object and a preparatory jump shot control in a non-jump shot control state, and the preparatory jump shot control in a non-jump shot control state is used to control the virtual object to perform a specified operation.

[0144] Step 520, in response to the use operation of the virtual throwing prop, convert the preparatory jump shot control in a non-jump shot control state into a preparatory jump shot control in a jump shot control state.

[0145] Step 530, generate the first game interface based on the virtual object and the preparatory jump shot control in a jump shot control state.

[0146] Step 540: Display a first game interface, which includes a virtual object and a preparatory jump shot control in a jump shot control state. The virtual object has a virtual throwing prop, and the preparatory jump shot control in the jump shot control state is used to generate a target jump shot control, and the target jump shot control includes at least one of a first jump shot control, a second jump shot control, or a third jump shot control.

[0147] In a possible implementation, the processes of steps 510 to 540 have been described in the above step 100 and will not be elaborated here.

[0148] Step 550: The preparatory jump shot control is a joystick control.

[0149] Step 551: The joystick control is triggered in a first reference direction.

[0150] Step 552: Display a first jump shot control in the first reference direction of the joystick control.

[0151] Step 553: Display a sprint control in the first reference direction of the joystick control.

[0152] Step 554: The sprint control is triggered.

[0153] Step 555: Display a second jump shot control in a second reference direction of the sprint control.

[0154] Step 560: The preparatory jump shot control is a throwing control.

[0155] Step 561: The throwing control is triggered.

[0156] Step 562: Obtain the trigger position of the throwing control.

[0157] Step 563: Display a first jump shot control in a reference area corresponding to the trigger position of the throwing control.

[0158] Step 570: The preparatory jump shot control is a jump control.

[0159] Step 571: The jump control is triggered.

[0160] Step 572: Display a third jump shot control in an area around the jump control.

[0161] In a possible implementation, the processes of steps 550 to 555, steps 560 to 563, and steps 570 to 572 have been described in the above step 200 and will not be elaborated here.

[0162] Step 580: In response to a triggering operation of the target jump shot control, control the virtual object to be in a pre-throwing state, where the pre-throwing state includes the virtual object being in a sprinting and jumping state in the virtual environment.

[0163] In a possible implementation, the process of Step 580 has been described in Step 300 above and will not be elaborated here.

[0164] Step 591: Control the virtual object to perform a jump shot operation based on the target jump shot control.

[0165] Step 592: Control the virtual object to perform a jump shot operation based on the reference control.

[0166] Step 593: Control the virtual object to perform a jump shot operation based on the target jump shot control and the reference control.

[0167] In a possible implementation, the processes of Step 591 to Step 593 have been described in Step 400 above and will not be elaborated here.

[0168] This application also provides a control device for a virtual object. Figure 12 It is a schematic structural diagram of a control device for a virtual object provided by an embodiment of this application, as Figure 12 shown. The device includes:

[0169] A first display module 610, configured to display a first game interface, where the first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state, and the virtual object has a virtual throwing prop.

[0170] A second display module 620, configured to, in response to a triggering operation of the preparatory jump shot control in the jump shot control state, display a target jump shot control in the first game interface.

[0171] A first control module 630, configured to, in response to a triggering operation of the target jump shot control, control the virtual object to be in a pre-throwing state.

[0172] A second control module 640, configured to control the virtual object to perform a jump shot operation based on at least one of the target jump shot control or the reference control. The jump shot operation is for the virtual object in the pre-throwing state to throw the virtual throwing prop, and the reference control is located in the first game interface.

[0173] In a possible implementation, the preparatory jump shot control includes a joystick control, the target jump shot control includes a first jump shot control, and the second display module 620 is configured to, in response to a triggering operation of the joystick control in the jump shot control state in a first reference direction, display the first jump shot control in the first reference direction of the joystick control in the first game interface. The first jump shot control is used to control the virtual object to sprint and jump.

[0174] In a possible implementation, the preliminary jump shot control includes a joystick control, and the target jump shot control includes a second jump shot control. The second display module 620 is configured to, in response to a trigger operation of the joystick control in the jump shot control state in a first reference direction, display a sprint control in the first reference direction of the joystick control in the first game interface; in response to a trigger operation of the sprint control, display the second jump shot control in a second reference direction of the sprint control in the first game interface. The sprint control is used to control the virtual object to sprint, and the second jump shot control is used to control the virtual object to jump.

[0175] In a possible implementation, the preliminary jump shot control includes a throwing control, and the target jump shot control includes a first jump shot control. The second display module 620 is configured to, in response to a trigger operation of the throwing control in the jump shot control state, obtain the trigger position of the throwing control; display the first jump shot control in a reference area corresponding to the trigger position in the first game interface. The first jump shot control is used to control the virtual object to sprint and jump.

[0176] In a possible implementation, the preliminary jump shot control includes a jump control, and the target jump shot control includes a third jump shot control. The second display module 620 is configured to, in response to a trigger operation of the jump control in the jump shot control state, display the third jump shot control in an area around the jump control in the jump shot control state. The third jump shot control is used to control the virtual object to sprint, and the jump control is used to control the virtual object to jump.

[0177] In a possible implementation, the second control module 640 is configured to, in response to a change in the control state of the target jump shot control while the control state of the reference control remains unchanged, control the virtual object to perform a jump shot operation based on the target jump shot control; or, in response to changes in the control states of both the target jump shot control and the reference control, control the virtual object to perform a jump shot operation based on the reference control; or, in response to the control state of the target jump shot control remaining unchanged while the control state of the reference control changes, control the virtual object to perform a jump shot operation.

[0178] In a possible implementation, the second control module 640 is configured to obtain the position information and jump shot parameters when the control state of the target jump shot control or the reference control changes. The position information includes at least one of the position of the virtual object or the position of the virtual throwing prop; display the predicted trajectory of the virtual throwing prop, where the predicted trajectory is obtained based on the position information and the jump shot parameters. The predicted trajectory of the virtual throwing prop is a curve between the jump shot starting point and the jump shot ending point of the virtual throwing prop; control the virtual object to perform a jump shot operation. During the process of the virtual object performing the jump shot operation, the virtual throwing prop moves along the predicted trajectory of the virtual throwing prop.

[0179] In a possible implementation, the second control module 640 is further configured to determine the jump shot starting point of the virtual throwing prop based on the position information; and generate a predicted trajectory of the virtual throwing prop based on the jump shot starting point and the jump shot parameters of the virtual throwing prop.

[0180] In a possible implementation, the virtual object in the sprint jump state performs periodic sprint jump movements in the virtual environment. The takeoff to landing of the virtual object is one cycle. The position information includes the position of the virtual object. The second control module 640 is further configured to determine the reference state of the virtual object based on the position of the virtual object. The reference state includes the jump shot start state and the jump shot intermediate state; in response to the virtual object being in the jump shot start state, obtain the position of the first target throwing point, and determine the jump shot starting point of the virtual throwing prop based on the position of the first target throwing point, where the first target throwing point is the highest point position of the virtual object's jump in the current cycle; in response to the virtual object being in the jump shot intermediate state, obtain the position of the second target throwing point, and determine the jump shot starting point of the virtual throwing prop based on the position of the second target throwing point, where the second target throwing point is the highest point position of the virtual object's jump in the next cycle; and generate a predicted trajectory of the virtual throwing prop based on the jump shot starting point and the jump shot parameters of the virtual throwing prop.

[0181] In a possible implementation, the position information includes the position of the virtual object. The predicted trajectory of the virtual throwing prop includes a first predicted trajectory and a second predicted trajectory. The second control module 640 is further configured to, when the jump shot parameters include a first throwing parameter, determine the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the first throwing parameter, and determine the first predicted trajectory based on the jump shot starting point and the first throwing parameter of the virtual throwing prop; when the jump shot parameters include a second throwing parameter, determine the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the second throwing parameter, and determine the second predicted trajectory based on the jump shot starting point and the second throwing parameter of the virtual throwing prop; where at least one of the relative position between the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial velocity at which the virtual object throws the virtual throwing prop is different between the first throwing parameter and the second throwing parameter.

[0182] In a possible implementation, the first display module 610 is further configured to display a second game interface. The second game interface includes a virtual object and a pre - jump - shot control widget in a non - jump - shot control state. The pre - jump - shot control widget in the non - jump - shot control state is used to control the virtual object to perform a specified operation; in response to the use operation of the virtual throwing prop, convert the pre - jump - shot control widget in the non - jump - shot control state into a pre - jump - shot control widget in the jump - shot control state; and generate a first game interface based on the virtual object and the pre - jump - shot control widget in the jump - shot control state.

[0183] In a possible implementation, the second control module 640 is further configured to control the virtual object to restore its initial state, where the initial state is the state of the virtual object before the use operation of the virtual throwing item in the second game interface.

[0184] In this application, through the triggering operation of the preliminary jump shot control, the target jump shot control is displayed in the first game interface, and the virtual object is controlled to perform a jump shot operation by using one control (the target jump shot control or the reference control) or two controls (the target jump shot control and the reference control) in the first game interface, so that the distance of the virtual object throwing the virtual throwing item in the virtual environment is increased, the implementation difficulty of the jump shot operation is reduced, more players can use the jump shot operation during the game process, and to a certain extent, the diversity and competitiveness of the game operation are improved, and the game experience of the players is enhanced.

[0185] It should be understood that when the above-provided device implements 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 needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device provided in the above embodiment and the method embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0186] Figure 13 The structural block diagram of a terminal device 1100 provided by an exemplary embodiment of this application is shown. The terminal device 1100 can be any electronic device product that can perform human-computer interaction with the user in one or more ways such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart TV, a smart speaker, a smart watch, etc.

[0187] Generally, the terminal device 1100 includes: a processor 1101 and a memory 1102.

[0188] The processor 1101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the 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 1101 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 1101 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0189] The memory 1102 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1102 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1102 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1101 to implement the control method of the virtual object provided in the method embodiments of the present application.

[0190] In some embodiments, the terminal device 1100 may further optionally include: a peripheral device interface 1103 and at least one peripheral device. The processor 1101, the memory 1102, and the peripheral device interface 1103 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1103 through a bus, signal lines, or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 1104, a display screen 1105, a camera assembly 1106, an audio circuit 1107, and a power supply 1108.

[0191] The peripheral device interface 1103 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral device interface 1103 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0192] The radio frequency circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1104 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1104 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and so on. The radio frequency circuit 1104 can communicate with other terminal devices 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, each generation of mobile communication network (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1104 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.

[0193] The display screen 1105 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1105 is a touch display screen, the display screen 1105 also has the ability to collect touch signals on or above the surface of the display screen 1105. The touch signals can be input to the processor 1101 as control signals for processing. At this time, the display screen 1105 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there may be one display screen 1105, which is disposed on the front panel of the terminal device 1100; in other embodiments, there may be at least two display screens 1105, which are respectively disposed on different surfaces of the terminal device 1100 or are in a foldable design; in other embodiments, the display screen 1105 may be a flexible display screen, which is disposed on the curved surface or the folding surface of the terminal device 1100. Even further, the display screen 1105 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The display screen 1105 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0194] The camera module 1106 is used to capture images or videos. Optionally, the camera module 1106 includes a front camera and a rear camera. Generally, the front camera is disposed on the front panel of the terminal device 1100, and the rear camera is disposed on the back of the terminal device 1100. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera respectively, to implement functions such as background blurring by fusing the main camera and the depth camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting function or other fused shooting functions. In some embodiments, the camera module 1106 may further include a flash. The flash can be a single-color-temperature flash or a dual-color-temperature flash. A dual-color-temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0195] The audio circuit 1107 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 1101 for processing, or input to the radio frequency circuit 1104 to achieve 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 terminal device 1100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 1101 or the radio frequency circuit 1104 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 electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1107 may also include a headphone jack.

[0196] The power supply 1108 is used to supply power to each component in the terminal device 1100. The power supply 1108 may be alternating current, direct current, a primary battery or a rechargeable battery. When the power supply 1108 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 can also be used to support fast charging technology.

[0197] In some embodiments, the terminal device 1100 further includes one or more sensors 1110. The one or more sensors 1110 include but are not limited to: an acceleration sensor 1111, a gyroscope sensor 1112, a pressure sensor 1113, an optical sensor 1114, and a proximity sensor 1115.

[0198] The acceleration sensor 1111 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established with the terminal device 1100. For example, the acceleration sensor 1111 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1101 can control the display screen 1105 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1111. The acceleration sensor 1111 can also be used for the collection of game or user's motion data.

[0199] The gyroscope sensor 1112 can detect the body direction and rotation angle of the terminal device 1100. The gyroscope sensor 1112 can cooperate with the acceleration sensor 1111 to collect the 3D actions of the user on the terminal device 1100. Based on the data collected by the gyroscope sensor 1112, the processor 1101 can achieve 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.

[0200] The pressure sensor 1113 can be disposed on the side frame of the terminal device 1100 and / or the lower layer of the display screen 1105. When the pressure sensor 1113 is disposed on the side frame of the terminal device 1100, it can detect the holding signal of the user on the terminal device 1100, and the processor 1101 performs left / right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1113. When the pressure sensor 1113 is disposed on the lower layer of the display screen 1105, the processor 1101 controls the operable controls on the UI interface according to the pressure operation of the user on the display screen 1105. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0201] The optical sensor 1114 is used to collect the ambient light intensity. In one embodiment, the processor 1101 can control the display brightness of the display screen 1105 according to the ambient light intensity collected by the optical sensor 1114. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1105 is increased; when the ambient light intensity is low, the display brightness of the display screen 1105 is decreased. In another embodiment, the processor 1101 can also dynamically adjust the shooting parameters of the camera assembly 1106 according to the ambient light intensity collected by the optical sensor 1114.

[0202] The proximity sensor 1115, also known as a distance sensor, is usually disposed on the front panel of the terminal device 1100. The proximity sensor 1115 is used to collect the distance between the user and the front of the terminal device 1100. In one embodiment, when the proximity sensor 1115 detects that the distance between the user and the front of the terminal device 1100 is gradually decreasing, the processor 1101 controls the display screen 1105 to switch from the lit state to the off state; when the proximity sensor 1115 detects that the distance between the user and the front of the terminal device 1100 is gradually increasing, the processor 1101 controls the display screen 1105 to switch from the off state to the lit state.

[0203] Those skilled in the art can understand that Figure 13 the structure shown in does not limit the terminal device 1100, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.

[0204] Figure 14It is a schematic structural diagram of a server provided by an embodiment of the present application. The server 1200 may vary greatly due to different configurations or performances, and may include one or more processors 1201 and one or more memories 1202. Among them, at least one program code is stored in the one or more memories 1202, and the at least one program code is loaded and executed by the one or more processors 1201 to implement the control method of the virtual object provided by each of the above method embodiments. Of course, the server 1200 may also have components such as a wired or wireless network interface, a keyboard, and an input / output interface for input / output. The server 1200 may also include other components for implementing the functions of the device, which will not be elaborated here.

[0205] In an exemplary embodiment, a computer-readable storage medium is also provided. At least one program code is stored in the storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement any one of the above control methods of virtual objects.

[0206] Optionally, the above computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.

[0207] In an exemplary embodiment, a computer program or a computer program product is also provided. At least one computer instruction is stored in the computer program or the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any one of the above control methods of virtual objects.

[0208] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all 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 control state, the first game interface, the second game interface, the jump shot parameters, etc. involved in the present application are all obtained under full authorization.

[0209] It should be understood that the term "a plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.

[0210] The above are only exemplary embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included within the protection scope of the present application.

Claims

1. A control method for a virtual object, characterized in that, The method includes: Displaying a first game interface, the first game interface including a virtual object and a preparatory jump shot control in a jump shot control state, and the virtual object having a virtual throwing prop; In response to a trigger operation on the preparatory jump shot control in the jump shot control state, displaying a target jump shot control in the first game interface; In response to a trigger operation on the target jump shot control, controlling the virtual object to be in a pre-throwing state; Based on at least one of the target jump shot control or a reference control, controlling the virtual object to perform a jump shot operation, the jump shot operation being the virtual object in the pre-throwing state throwing the virtual throwing prop, and the reference control being located in the first game interface.

2. The method according to claim 1, characterized in that, The preparatory jump shot control includes a joystick control, the target jump shot control includes a first jump shot control, and the displaying a target jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the joystick control in a jump shot control state in a first reference direction, displaying the first jump shot control in the first reference direction of the joystick control in the first game interface, the first jump shot control being used to control the virtual object to perform a dash and a jump.

3. The method according to claim 1, wherein The preparatory jump shot control includes a joystick control, the target jump shot control includes a second jump shot control, and the displaying a target jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the joystick control in a jump shot control state in a first reference direction, displaying a dash control in the first reference direction of the joystick control in the first game interface; In response to a trigger operation on the dash control, displaying the second jump shot control in a second reference direction of the dash control in the first game interface, the dash control being used to control the virtual object to perform a dash, and the second jump shot control being used to control the virtual object to perform a jump.

4. The method according to claim 1, characterized in that, The preparatory jump shot control includes a throwing control, the target jump shot control includes a first jump shot control, and the displaying a target jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the throwing control in a jump shot control state, obtaining the trigger position of the throwing control; Displaying the first jump shot control in a reference area corresponding to the trigger position in the first game interface, the first jump shot control being used to control the virtual object to perform a dash and a jump.

5. The method according to claim 1, characterized in that, The preparatory jump shot control includes a jump control, the target jump shot control includes a third jump shot control, and the displaying a target jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the jump control in a jump shot control state, displaying the third jump shot control in an area around the jump control in the jump shot control state, the third jump shot control being used to control the virtual object to perform a dash, and the jump control being used to control the virtual object to perform a jump.

6. The method according to claim 1, wherein Controlling the virtual object to perform a jump shot operation based on at least one of the target jump shot control or the reference control includes: In response to a change in the control state of the target jump shot control and no change in the control state of the reference control, controlling the virtual object to perform a jump shot operation based on the target jump shot control; or, In response to changes in the control states of both the target jump shot control and the reference control, controlling the virtual object to perform a jump shot operation based on the reference control; or, In response to no change in the control state of the target jump shot control and a change in the control state of the reference control, controlling the virtual object to perform a jump shot operation based on both the target jump shot control and the reference control.

7. The method according to claim 6, wherein Controlling the virtual object to perform a jump shot operation based on at least one of the target jump shot control or the reference control includes: Obtaining position information and jump shot parameters when the control state of the target jump shot control or the reference control changes, where the position information includes at least one of the position of the virtual object or the position of the virtual throwing prop; Displaying a predicted trajectory of the virtual throwing prop, the predicted trajectory being obtained based on the position information and the jump shot parameters, where the predicted trajectory of the virtual throwing prop is a curve between the jump shot starting point and the jump shot ending point of the virtual throwing prop; Controlling the virtual object to perform a jump shot operation, and during the process of the virtual object performing the jump shot operation, the virtual throwing prop moves based on the predicted trajectory of the virtual throwing prop.

8. The method according to claim 7, wherein Before displaying the predicted trajectory of the virtual throwing prop, it further includes: Determining the jump shot starting point of the virtual throwing prop based on the position information; Generating the predicted trajectory of the virtual throwing prop based on the jump shot starting point of the virtual throwing prop and the jump shot parameters.

9. The method according to claim 7, characterized in that, The virtual object in the sprint jump state performs periodic sprint jump movements in the virtual environment. One cycle is from the virtual object taking off to landing. The position information includes the position of the virtual object. Before displaying the predicted trajectory of the virtual throwing prop, it further includes: Determining the reference state of the virtual object based on the position of the virtual object, where the reference state includes a jump shot starting state and a jump shot intermediate state; In response to the virtual object being in the jump shot starting state, obtaining the position of the first target throwing point, and determining the jump shot starting point of the virtual throwing prop based on the position of the first target throwing point, where the first target throwing point is the highest point position of the virtual object's jump in the current cycle; In response to the virtual object being in the jump shot intermediate state, obtaining the position of the second target throwing point, and determining the jump shot starting point of the virtual throwing prop based on the position of the second target throwing point, where the second target throwing point is the highest point position of the virtual object's jump in the next cycle; Generating the predicted trajectory of the virtual throwing prop based on the jump shot starting point of the virtual throwing prop and the jump shot parameters.

10. The method according to claim 7, wherein The position information includes the position of the virtual object. The predicted trajectory of the virtual throwing prop includes a first predicted trajectory and a second predicted trajectory. Before displaying the predicted trajectory of the virtual throwing prop, it further includes: When the first throwing parameter is included in the jump shot parameters, determining the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the first throwing parameter, and determining the first predicted trajectory based on the jump shot starting point of the virtual throwing prop and the first throwing parameter; When the second throwing parameter is included in the jump shot parameters, determining the jump shot starting point of the virtual throwing prop based on the position of the virtual object and the second throwing parameter, and determining the second predicted trajectory based on the jump shot starting point of the virtual throwing prop and the second throwing parameter; Wherein, among the first throwing parameter and the second throwing parameter, at least one of the relative position between the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial velocity at which the virtual object throws the virtual throwing prop is different.

11. According to the method described in any one of claims 1-10, characterized in that, Before displaying the first game interface, it further includes: Displaying a second game interface, the second game interface includes the virtual object and a preparatory jump shot control in a non-jump shot control state, and the preparatory jump shot control in the non-jump shot control state is used to control the virtual object to perform a specified operation; In response to the use operation of the virtual throwing prop, converting the preparatory jump shot control in the non-jump shot control state into the preparatory jump shot control in the jump shot control state; Generating the first game interface based on the virtual object and the preparatory jump shot control in the jump shot control state.

12. The method according to claim 11, wherein After controlling the virtual object to perform a jump shot operation based on at least one of the target jump shot control or the reference control, it further includes: Controlling the virtual object to restore to the initial state, and the initial state is the state of the virtual object before the use operation of the virtual throwing prop in the second game interface.

13. A control device for a virtual object, characterized in that, The device includes: A first display module, configured to display a first game interface, the first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state, and the virtual object has a virtual throwing prop; A second display module, configured to display a target jump shot control in the first game interface in response to a trigger operation of the preparatory jump shot control in the jump shot control state; A first control module, configured to control the virtual object to be in a pre-throwing state in response to a trigger operation of the target jump shot control; A second control module, configured to control the virtual object to perform a jump shot operation based on at least one of the target jump shot control or the reference control, and the jump shot operation is that the virtual object in the pre-throwing state throws the virtual throwing prop, and the reference control is located in the first game interface.

14. A computer device, characterized in that, The computer device includes a processor and a memory, and at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to enable the computer device to implement the control method of the virtual object as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, At least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by a processor to enable a computer to implement the control method of a virtual object as described in any one of claims 1 to 12.

16. A computer program product, characterized in that, At least one computer instruction is stored in the computer program product, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement the control method of a virtual object as described in any one of claims 1 to 12.