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

By displaying and controlling the movement and state impact of virtual objects in a virtual scene, the problem of a single virtual object control method is solved, and the operation flexibility and interactivity of the game are improved.

CN120393413APending Publication Date: 2025-08-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410137691.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-30
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

The control methods of virtual objects in existing virtual scenes are relatively single, which affects the user's control operations and combat experience of virtual objects.

Method used

The target virtual role interacting with the current virtual role is displayed in the virtual scene, and at least one virtual object is displayed when the target condition is met, the virtual object moves in response to a control operation, and its status impact is determined based on the hit target virtual role.

Benefits of technology

Through various control methods, the operation flexibility and interactivity of virtual objects are enhanced, the playability and immersion of the game are increased, and the player's operational choices and strategy are enriched.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual object control method and device, a storage medium and electronic equipment. The method comprises the following steps: displaying a target virtual character interacting with a current virtual character in a virtual scene; displaying at least one virtual object at a target position associated with the interaction operation in the virtual scene under the condition that the interaction operation triggered by the current virtual character meets the target condition; under the condition that a target virtual object in the at least one virtual object is in an activated state, responding to a control operation on the target virtual object, and controlling the target virtual object to move according to a moving track indicated by the control operation; and in response to the target virtual role hit by the target virtual object, determining that the role state of the target virtual role is affected. The technical problem that in related methods, the control method for the virtual object is single is solved.
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Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular, to a method and apparatus for controlling virtual objects, a storage medium, and an electronic device. Background Art

[0002] In current virtual scenarios, there are usually multiple virtual characters in different camps, representing different types of occupations and identities, and each having different skills. Users can achieve combat modes such as melee attacks, ranged attacks, and controlled attacks by controlling virtual objects. Specifically, a virtual character controls a virtual object to complete a skill release, and the skill item disappears after reaching the maximum distance or hitting another virtual character, that is, the virtual character completes the control of the virtual object.

[0003] Therefore, since the process of a virtual character controlling a virtual object to complete an interactive operation in existing games is usually as follows: First, the player selects a corresponding skill in the game and triggers its use, then the character starts to make corresponding preparation actions, the character releases the skill, and finally the game system performs a hit determination to determine whether the skill successfully hits the target. If the skill hits the target, the game system calculates the damage based on the skill attributes and the target attributes to determine the amount of damage caused, and the control operation is completed. The above process has a relatively single control operation for the virtual object and is restricted, affecting the user's experience in controlling the virtual object and the combat process. That is to say, there is a technical problem of relatively single control methods for virtual objects in the existing virtual scene control mechanism.

[0004] In response to the above problems, no effective solution has been proposed yet. Summary of the Invention

[0005] Embodiments of the present invention provide a method and apparatus for controlling virtual objects, a storage medium, and an electronic device, so as to at least solve the technical problem of relatively single control methods for virtual objects in related methods.

[0006] According to one aspect of the embodiments of the present invention, a method for controlling a virtual object is provided, including: displaying a target virtual character interacting with a current virtual character in a virtual scene; when an interaction operation triggered by the current virtual character meets a target condition, displaying at least one virtual object at a target position associated with the interaction operation in the virtual scene; when a target virtual object among the at least one virtual object is in an active state, in response to a control operation on the target virtual object, controlling the target virtual object to move according to a movement trajectory indicated by the control operation; and in response to the target virtual object hitting the target virtual character, determining that the character state of the target virtual character is affected.

[0007] According to another aspect of the embodiments of the present invention, there is also provided a control device for virtual objects, including: a first display unit for displaying a target virtual character interacting with the current virtual character in a virtual scene; a second display unit for displaying at least one virtual object at a target position associated with the interaction operation in the virtual scene when the interaction operation triggered by the current virtual character meets the target condition; a control unit for controlling the target virtual object to move according to the movement trajectory indicated by the control operation in response to a control operation on the target virtual object when the target virtual object among at least one of the virtual objects is in an active state; a determination unit for determining that the role state of the target virtual character is affected in response to the target virtual object hitting the target virtual character.

[0008] As an alternative solution, the control device for virtual objects further includes: a first determination unit for determining that the interaction operation triggered by the current virtual character meets the target condition and displaying at least one of the virtual objects at the character position where the first virtual character is located when the interaction operation triggered by the current virtual character hits the first virtual character, where the target position includes the character position where the first virtual character is located; for determining that the interaction operation triggered by the current virtual character meets the target condition and displaying at least one of the virtual objects at the character position where the current virtual character is located when the current virtual character performs a defense operation on the interaction operation triggered by the second virtual character, where the target position includes the character position where the current virtual character is located; for determining that the interaction operation triggered by the current virtual character meets the target condition and displaying at least one of the virtual objects at the position corresponding to the intersection point of the first operation trajectory and the second operation trajectory when the first operation trajectory of the interaction operation triggered by the current virtual character intersects with the second operation trajectory of the interaction operation triggered by the third virtual character, where the target position includes the position corresponding to the intersection point of the trajectories.

[0009] As an alternative solution, the first determination unit is further configured to: determine the object type of the virtual object according to the skill trajectory display style corresponding to the target skill operation when the interaction operation is a target skill operation; display the virtual object of the object type at the target position; determine the object type of the virtual object according to the character display style of the current virtual character when the interaction operation is an attack operation; display the virtual object of the object type at the target position.

[0010] As an alternative solution, the above-mentioned first determination unit is further configured to: when the above-mentioned interaction operation is a target skill operation, in response to a trigger operation on the above-mentioned target skill operation, obtain the skill trajectory direction of the above-mentioned target skill operation; use the first character position of the above-mentioned current virtual character as the starting position, and dynamically display the skill trajectory of the above-mentioned target skill operation according to the above-mentioned skill trajectory direction; when the trajectory length of the above-mentioned displayed skill trajectory is less than or equal to the target distance and the above-mentioned displayed skill trajectory reaches the second character position of the above-mentioned first virtual character, determine that the above-mentioned interaction operation triggered by the above-mentioned current virtual character hits the above-mentioned first virtual character; when the trajectory length of the above-mentioned displayed skill trajectory is equal to the above-mentioned target distance and the above-mentioned displayed skill trajectory does not reach the above-mentioned second character position of the above-mentioned first virtual character, cancel the display of the above-mentioned skill trajectory according to the target dynamic style;

[0011] As an alternative solution, the above-mentioned first determination unit further includes: a first determination module, configured to determine that a buff effect is imposed on the above-mentioned first virtual character when the above-mentioned first virtual character is a virtual character in the same character camp as the above-mentioned current virtual character; and configured to determine that a negative effect is imposed on the above-mentioned first virtual character when the above-mentioned first virtual character is a virtual character in a different character camp from the above-mentioned current virtual character;

[0012] As an alternative solution, the above-mentioned first determination unit further includes: a first adjustment unit, configured to adjust the active state parameter of the above-mentioned first virtual character from a first value to a second value, where when the active state parameter of the above-mentioned first virtual character is greater than or equal to 0, it is determined that the above-mentioned first virtual character is in an active state in the above-mentioned virtual scene, and the second value is less than the first value; adjust the movement state parameter of the above-mentioned first virtual character from a third value to a fourth value, where the movement state parameter is used to indicate the movement speed of the above-mentioned first virtual character in the above-mentioned virtual scene, and the fourth value is less than the third value; update the knock-up parameter for the above-mentioned first virtual character according to the above-mentioned interaction operation, and when the knock-up parameter of the above-mentioned first virtual character meets the target value condition, display the above-mentioned first virtual character flying in the above-mentioned virtual scene according to the target flight trajectory;

[0013] As an alternative solution, the above-mentioned first display unit further includes: a second adjustment unit, configured to, when the number of the above-mentioned virtual objects is greater than or equal to the first number, in response to a triggering operation on a target skill control, configure the above-mentioned target virtual object determined from at least one of the above-mentioned virtual objects to the above-mentioned active state, where the above-mentioned target skill control is used to trigger the above-mentioned interaction operation of the above-mentioned current virtual character and configure the above-mentioned active state of the above-mentioned target virtual object; when the number of the above-mentioned virtual objects is greater than or equal to the above-mentioned first number, in response to a selection operation on the above-mentioned target virtual object, determine to configure the above-mentioned target virtual object to the active state;

[0014] As an alternative solution, the above-mentioned second adjustment unit further includes: a first adjustment module, configured to, in response to a control operation on the above-mentioned target skill control in a first control state, determine that the above-mentioned current virtual character triggers the above-mentioned interaction operation, where the above-mentioned target skill control in the above-mentioned first control state is used to trigger the above-mentioned interaction operation of the above-mentioned current virtual character; when the number of the above-mentioned virtual objects is greater than or equal to the above-mentioned first number, switch the above-mentioned target skill control from the above-mentioned first control state to a second control state, where the above-mentioned target skill control in the above-mentioned second control state is used to configure the above-mentioned active state of the above-mentioned target virtual object;

[0015] As an alternative solution, the above-mentioned second adjustment unit further includes: a switching module, configured to, when the number of the above-mentioned virtual objects displayed in the above-mentioned virtual scene is less than or equal to a second number, switch the above-mentioned target skill control from the above-mentioned second control state to the above-mentioned first control state;

[0016] As an alternative solution, the above-mentioned control unit further includes: a first control unit, configured to, in response to a triggering operation on a direction control, determine that a control operation on the above-mentioned target virtual object is received; obtain a target control direction determined according to the above-mentioned direction control, and control the above-mentioned target virtual object to move according to the above-mentioned target control direction; when the above-mentioned target control direction determined by the above-mentioned direction control is updated, control the above-mentioned target virtual object to move according to the updated above-mentioned target control direction;

[0017] As an alternative solution, the above-mentioned control unit further includes: a second control unit, configured to display the above-mentioned target virtual object on the virtual ground in the above-mentioned virtual scene in a first display style; in response to a triggering operation on the above-mentioned direction control, display the above-mentioned target virtual object in a second display style, where the above-mentioned second display style is used to indicate that the above-mentioned target virtual object is in the above-mentioned active state; according to the above-mentioned target control direction, control the above-mentioned target virtual object displayed in the above-mentioned second display style to fly;

[0018] As an alternative solution, the above-mentioned first display unit further includes: a first display module, configured to obtain the display order of at least one of the above-mentioned virtual objects; determine the first-displayed virtual object among the at least one virtual object as the target virtual object according to the display order; and configure the target virtual object to the activated state;

[0019] As an alternative solution, the above-mentioned control unit further includes: a third control unit, configured to, when the number of the remaining virtual objects in the virtual scene is greater than or equal to 1, sequentially determine the remaining virtual objects as the target virtual objects according to the display order; in response to a control operation on the target virtual object, control the target virtual object to move along the movement trajectory indicated by the control operation; and in response to the target virtual object hitting the target virtual character, determine that the character state of the target virtual character is affected;

[0020] As an alternative solution, the above-mentioned first unit further includes: a second display module, configured to display status change information when the control duration of the control operation on the target virtual object is less than the target duration and the target virtual object hits the target virtual character, where the status change information is used to indicate that the character state of the virtual character is affected; and cancel the display of the target virtual object when the control duration of the control operation on the target virtual object is greater than or equal to the target duration and the target virtual object has not hit the target virtual character;

[0021] As an alternative solution, the above-mentioned first unit further includes: a third display module, configured to, when the character state includes a character active state indicated by an active state parameter, obtain the damage value corresponding to the target virtual object; and adjust the active state parameter of the target virtual character from a fifth value to a sixth value according to the damage value, where the sixth value is less than the fifth value;

[0022] As an alternative solution, the above-mentioned first unit further includes: a fourth display module, configured to, when at least one of the above-mentioned virtual objects is sequentially determined as the target virtual object, respectively determine the damage value corresponding to the target virtual object according to the object order matched by each of the target virtual objects, where the first damage value corresponding to the target virtual object with a prior object order is less than or equal to the second damage value corresponding to the target virtual object with a subsequent object order;

[0023] According to another aspect of an embodiment of the present invention, there is also provided a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the above-mentioned control method of the virtual object when running.

[0024] According to another aspect of an embodiment of the present application, there is provided a computer program product including a computer program / instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer program / instructions from the computer-readable storage medium, and the processor executes the computer program / instructions, so that the computer device executes the control method of the virtual object as described above.

[0025] According to another aspect of an embodiment of the present invention, there is also provided an electronic device including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the above-mentioned control method of the virtual object through the computer program.

[0026] In an embodiment of the present invention, a target virtual object that interacts with the current virtual character is displayed in a virtual scene; when the interaction operation triggered by the current virtual character meets a target condition, at least one virtual object is displayed at a target position associated with the interaction operation in the virtual scene; when a target virtual object among the at least one virtual object is in an active state, in response to a control operation on the target virtual object, the target virtual object is controlled to move according to a movement trajectory indicated by the control operation; in response to the target virtual object hitting the target virtual character, it is determined that the role state of the target virtual character is affected. Thus, a control method of a virtual object is proposed, that is, the target virtual object can be controlled when the interaction operation triggered by the current virtual character meets the target condition and the target virtual object among the at least one virtual object is in an active state, realizing the control of the virtual object through a new control method.

[0027] In the above embodiments, first, a target virtual character that interacts with the current virtual character is displayed in the virtual scene. When the interaction operation triggered by the current virtual character meets the target condition, it is determined that the target virtual object is in an active state in the virtual scene, and then a control operation is performed on the target virtual object. The target virtual object moves according to the movement trajectory indicated by the control operation, and the target virtual object hits the target virtual character, thereby affecting the character state of the target virtual character. In the above solution described in this application, by determining whether the interaction operation of the current virtual character meets the target condition, when the target condition is met, a new controllable virtual object is displayed, and in response to the control operation, the interaction operation between virtual characters is realized through the controllable virtual object. Furthermore, through the above embodiments, a new control method for virtual objects is provided, which solves the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The illustrative embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation to the present invention. In the drawings:

[0029] Figure 1 is a schematic diagram of the hardware environment of an optional control method for virtual objects according to an embodiment of the present invention;

[0030] Figure 2 is a flowchart of an optional control method for virtual objects according to an embodiment of the present invention;

[0031] Figure 3 is a schematic diagram of an optional control method for virtual objects according to an embodiment of the present invention;

[0032] Figure 4 is a schematic diagram of another optional control method for virtual objects according to an embodiment of the present invention;

[0033] Figure 5 is a schematic diagram of yet another optional control method for virtual objects according to an embodiment of the present invention;

[0034] Figure 6 is a schematic diagram of yet another optional control method for virtual objects according to an embodiment of the present invention;

[0035] Figure 7 is a schematic diagram of yet another optional control method for virtual objects according to an embodiment of the present invention;

[0036] Figure 8 is a schematic diagram of an optional display method for virtual objects according to an embodiment of the present invention;

[0037] Figure 9 It is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present invention;

[0038] Figure 10 It is a schematic diagram of yet another optional method for displaying a virtual object according to an embodiment of the present invention;

[0039] Figure 11 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0040] Figure 12 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0041] Figure 13 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0042] Figure 14 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0043] Figure 15 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0044] Figure 16 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0045] Figure 17 It is a flowchart of another optional method for controlling a virtual object according to an embodiment of the present invention;

[0046] Figure 18 It is a flowchart of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0047] Figure 19 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0048] Figure 20 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0049] Figure 21 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0050] Figure 22 It is a schematic diagram of yet another optional method for controlling a virtual object according to an embodiment of the present invention;

[0051] Figure 23It is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present invention;

[0052] Figure 24 It is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present invention;

[0053] Figure 25 It is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present invention;

[0054] Figure 26 It is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present invention;

[0055] Figure 27 It is a schematic structural diagram of an optional control device for a virtual object according to an embodiment of the present invention;

[0056] Figure 28 It is a schematic structural diagram of an optional electronic device according to an embodiment of the present invention. Detailed implementation manners

[0057] In order to enable those skilled in the art to better understand the solution of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, rather than all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.

[0058] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above drawings are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0059] According to one aspect of the embodiments of the present invention, a method for controlling a virtual object is provided. As an optional implementation manner, the above method for controlling a virtual object can be but is not limited to being applied to, for example, Figure 1A control system for virtual objects in the hardware environment shown, wherein the control system for virtual objects may include, but is not limited to, terminal device 102, network 104, server 106, database 108, and terminal device 110. A target client is respectively run in terminal device 102 and terminal device 110 (such as Figure 1 shown, taking this target client as an example of a game application client). Terminal device 102 and terminal device 110 respectively include a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display a virtual game scene (such as Figure 1 the virtual game scene shown), and is also used to provide a human-computer interaction interface to receive human-computer interaction operations for controlling the controlled virtual objects in the virtual scene, and the virtual objects will complete the game tasks set in the virtual scene. The processor is used to generate interaction instructions in response to the above human-computer interaction operations and send the interaction instructions to the server. The memory is used to store relevant attribute data, such as the object attribute information of the controlled virtual objects, and the attribute information of the held virtual props, etc. The attribute information here may include, but is not limited to, information for identifying its identity and current location, etc. Among them, a client for controlling the current virtual character is run in terminal device 102; optionally, in the case where the target virtual character is a virtual character controlled by the terminal device, a client for the target virtual character is run in terminal device 110. The current virtual character and the target virtual character here can be controlled to perform certain interaction events in the game, such as attack events, defense events, skill casting events, etc.

[0060] In addition, the server 106 includes a processing engine, and the processing engine is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads the virtual scene information and the operation information executed by each virtual character from the database 108. Assume Figure 1 that terminal device 102 in

[0061] Next, as in steps S110 to S120, the interaction operation of the current virtual character meets the target condition; when the interaction operation triggered by the current virtual character meets the target condition, at least one virtual object is displayed at the target position associated with the interaction operation in the virtual scene; the terminal device sends the second interaction operation of the current virtual character to the server; it is determined that the target virtual object is in an active state; the server sends the second condition judgment result to the terminal device; when the target virtual object among at least one virtual object is in an active state, in response to the control operation of the target virtual object, control the target virtual object to move along the trajectory indicated by the control operation; in response to the target virtual object hitting the target virtual object, it is determined that the role state of the target virtual object is affected; wherein, the target condition can be but is not limited to the number of clicks meeting a preset threshold, the click time meeting a preset threshold, reaching the maximum distance, selecting a skill, the number of skill casts, the end of skill casting, the hit of skill casting, the "collision" of the skills cast by the current virtual character and the target virtual character respectively, the number of target virtual objects hit by the skill cast of the current virtual object meeting a preset threshold, the change in the role state of the target virtual object (for example, the damage state or life state or defense state of the target virtual character is lower or higher than a preset threshold), etc. As another alternative implementation, when the terminal device 102 or the terminal device 110 has relatively strong computing and processing capabilities, the above steps S106 and S114 can also be completed by the terminal device 102 or the terminal device 110. Here, for example, no limitation is made in this embodiment.

[0062] Optionally, in this embodiment, the above terminal device may be a terminal device configured with a target client, and may include but is not limited to at least one of the following: mobile phone (such as Android mobile phone, iOS mobile phone, etc.), laptop computer, tablet computer, handheld computer, MID (Mobile Internet Devices), PAD, desktop computer, smart TV, etc. The target client may be a video client, an instant messaging client, a browser client, an education client, etc. that support providing shooting game tasks. The above network may include but is not limited to: wired network, wireless network, wherein the wired network includes: local area network, metropolitan area network and wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that implement wireless communication. The above server may be a single server, or a server cluster composed of multiple servers, or a cloud server. The above is only an example, and no limitation is made in this embodiment.

[0063] Optionally, in this embodiment, the above control method of the virtual object can be, but is not limited to, applied to game terminal applications (referred to as APPs) that complete established confrontation game tasks in a virtual scene, such as virtual confrontation game applications in a Multiplayer Online Battle Arena (MOBA) application; the above confrontation game task can be, but is not limited to, a game task completed by the current player through controlling a virtual object in the virtual scene through human-computer interaction with the virtual object and through confrontation interaction with virtual objects controlled by other players; the above control method of the virtual object can also be applied to terminal applications of a Multiplayer Online Role-Playing Game (MMORPG), in which the current player can complete social game tasks in the game from the first perspective of the virtual object in the form of role-playing, for example, jointly complete game tasks with other virtual objects. Here, the social game tasks can be, but are not limited to, running in the application (such as a non-standalone game APP) in the form of a plug-in or a small program, or running in the application (such as a standalone game APP) in the game engine. The types of the above game applications can include, but are not limited to, at least one of the following: Two Dimension (2D) game applications, Three Dimension (3D) game applications, Virtual Reality (VR) game applications, Augmented Reality (AR) game applications, and Mixed Reality (MR) game applications. The above is only an example, and this embodiment does not make any limitation thereto.

[0064] The above implementation manner of the present application can also be, but is not limited to, applied to a game of an open world type. The so-called open world means that the battle scene in the game is completely freely open, the player can freely move forward and explore in any direction, the distance between the boundaries in all directions is very large, and there are also simulation objects of various shapes and sizes in the scene, which can have various physical collisions or interactions with entities such as players and AI. In an open world game, the player can control the virtual object to complete game tasks through confrontation interaction.

[0065] In an embodiment of the present invention, a target virtual character that interacts with the current virtual character is displayed in a virtual scene; when the interaction operation triggered by the current virtual character meets the target condition, at least one virtual object is displayed at a target position associated with the interaction operation in the virtual scene; when the target virtual object among the at least one virtual object is in an active state, in response to a control operation on the target virtual object, it is displayed that the target virtual object moves according to the movement trajectory indicated by the control operation; in response to the target virtual object hitting the target virtual character, it is determined that the role state of the target virtual character is affected. Thus, a control method for virtual objects is proposed, that is, when the interaction operation triggered by the current virtual character meets the target condition and the target virtual object among the at least one virtual object is in an active state, the target virtual object can be controlled, realizing the control of virtual objects through a new control method.

[0066] In the above embodiment, by determining that the target virtual object is in an active state in the virtual scene when the interaction operation triggered by the current virtual character meets the target condition, and then performing a control operation on the target virtual object to affect the role state of the target virtual character. On the one hand, different control methods allow players to choose a way that suits them to operate the virtual scene, increasing the playability and fun of the game, and giving players more choices and challenges in the virtual scene; on the other hand, different control methods allow players to choose the operation method according to their own preferences and habits, increasing the adaptability and flexibility of the virtual scene, giving players more operation space and possibilities, and increasing the depth and strategy of the game. Furthermore, through the above embodiment, a brand-new control method for virtual objects is provided, solving the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0067] As an alternative embodiment, as Figure 2 shown, the above control method for virtual objects includes the following steps:

[0068] S202, display a target virtual character that interacts with the current virtual character in the virtual scene;

[0069] [[ID=ID=14]]S204, when the interaction operation triggered by the current virtual character meets the target condition, display at least one virtual object at a target position associated with the interaction operation in the virtual scene;

[0070] S206, when the target virtual object among the at least one virtual object is in an active state, in response to a control operation on the target virtual object, control the target virtual object to move according to the movement trajectory indicated by the control operation;

[0071] S208. In response to the target virtual object hitting the target virtual character, determine that it has an impact on the character state of the target virtual character.

[0072] In the above embodiment, the above virtual scene can be used to indicate the game scene displayed on the interface when the current user logs in to the game application. When the above virtual scene is the battle interface of the game application, the player can select any virtual character as the current virtual character controlled by the player in the virtual scene, where the virtual character controlled by the current player is the current virtual character. In addition, multiple function modules can be further displayed in this virtual scene. For example, it can include but is not limited to a map module, a task module, a settings module, etc. For example, select the map module to view the distribution of virtual characters on the field, and select the task module to receive daily game challenge tasks, etc. The above description of the virtual scene is only an exemplary illustration and does not limit the type of the virtual scene in the specific implementation manner and the content included therein.

[0073] Furthermore, the target virtual character is a virtual character that interacts with the current virtual character controlled by the current user. The number of target virtual characters can be one or more. In this embodiment, the number of the above target virtual characters is not limited. In addition, the target virtual character can be but is not limited to a character in the opposing team (camp) of the current virtual character in the virtual scene (i.e., the character attacked by the current virtual character), a character in the same team (camp) as the current virtual character in the virtual scene (i.e., the character protected by the current virtual character), an object with a defensive function in the virtual scene (such as a defensive tower, a super soldier, a wild monster, etc.). In this embodiment, the type between the above current virtual character and the target virtual character is not limited.

[0074] In addition, it should be noted that the character form displayed in the virtual scene can include but is not limited to a character form that can provide interactive control operations with the player account. For example, it can be an animal or plant form, and can display corresponding character feedback in response to the trigger operation of the player account. Specifically, when the above target virtual character is a small animal, such as a virtual puppy, in response to the triggered click operation on it, the virtual puppy jumping action can be displayed in the virtual scene; when the above target virtual character is a virtual plant, such as a virtual flower, in response to the triggered click operation on it, the blooming form of the virtual flower can be displayed in the virtual scene; when the above target virtual character is a character in the game battle, the animation form of the virtual character (such as the appearance screen, the skill release screen, the virtual character skin) can be displayed in the virtual scene.

[0075] In the above step S204, the operation types of the above interaction operations triggered by the current virtual character may include, but are not limited to, click operations, double-click operations, long-press operations, swipe operations, skill release operations (such as attack operations, defense operations), etc. The types of the operation effects of the above interaction operations may correspond to the character types of the target virtual character. For example, when the target virtual character and the current virtual character belong to the same camp or team, the interaction operation triggered by the current virtual character may be virtual treatment or virtual recovery operations on the target virtual object. When the target virtual character and the current virtual character belong to different camps or teams, the interaction operation triggered by the current virtual character may be virtual attack or virtual stun operations on the target virtual object;

[0076] The above target conditions may include, but are not limited to, reaching the maximum distance, selecting a skill, the number of skill releases, the end of skill release, the hit of skill release, the "collision" of the skills released by the current virtual character and the target virtual character respectively, the number of target virtual objects hit by the skill release of the current virtual object meeting a preset threshold, the change in the character state of the target virtual object (such as the damage state, life state, or defense state of the target virtual character being lower or higher than the preset threshold), etc. As an optional implementation manner, as Figure 3 shown, when the skill reaches the maximum distance, the effect is that the ink mass (virtual object) fades, or as Figure 4 shown, the skill released by the virtual character hits the virtual character, "knocks the virtual character away", and a virtual object 401 is displayed at the knock-away position;

[0077] The above target positions associated with the interaction operations may include, but are not limited to, the end position of the interaction operation (such as the skill release hit position, the skill release time end position, the skill reaching the maximum distance position, the position where the skill release is interrupted, etc.), the position on the movement trajectory of the target virtual character (for example, a certain position on the trajectory can be actively or randomly selected as the target position associated with the interaction operation), the position where the skills released by the current virtual character and the target virtual character respectively "collide", etc. No specific limitation is made here.

[0078] Further, in one case, the above virtual object can be a virtual character in a character form similar to the current virtual character (such as a controllable living being, a summoned creature, etc.). Specifically, if the virtual object is a virtual summoned creature, there can be a virtual master-apprentice relationship between the current virtual character and the summoned creature (virtual object). The current virtual character can control the summoned creature and then cast skills on the target virtual character, or the virtual character automatically follows the target virtual character to cast skills. In another case, the virtual object can also be a prop with a specific function in the virtual scene (such as a dagger, armor, battle boots, etc.). When the target virtual character is in the enemy camp, the virtual object is a prop that outputs damage to the target virtual character. When the target virtual object is in the friendly camp, the virtual object is a prop that has an auxiliary function for the target virtual character. The virtual object can also change according to the battle situation on the field (such as automatically attacking the enemy camp and healing the friendly camp). It can be understood that the virtual object can provide various types of auxiliary skills, including but not limited to auxiliary protection skills, auxiliary attack skills, auxiliary reconnaissance skills, auxiliary resource collection skills, etc. Specifically, the above virtual object can be configured with an auxiliary protection skill. When the health value, defense value, or damage value parameter of the current virtual character is lower than the preset threshold, a target auxiliary area is generated for the current virtual character through the virtual object, so as to protect the current virtual object. For example, when the number of enemies within a certain range of the current virtual character is greater than the preset threshold or the health value of the current virtual character is lower than the preset threshold, a virtual servant beast with a defensive function is triggered, and the virtual servant beasts are distributed to surround the current virtual character to form a target auxiliary area. Within the target auxiliary area, the current virtual character can be healed without being attacked by the enemy or output damage to the enemy, or when the health value, defense value, or damage value parameter of the target virtual character is lower than the preset threshold, continuous damage is inflicted on the target virtual character in the enemy camp. In this embodiment, the specific form and function of the above virtual object are not limited.

[0079] It should be noted that at least one virtual object is displayed at the target position associated with the above interaction operation in the above virtual scene. It can be, but is not limited to, that one virtual object or multiple virtual objects are displayed at the target position associated with the interaction operation in the virtual scene after each interaction operation, or when the number of interaction operations reaches a certain number or a certain interaction damage reaches a certain threshold, at least one virtual object is selected or automatically displayed at the position where the last interaction operation is completed. No specific limitation is made here;

[0080] When the interactive operation triggered by the current virtual character meets the target conditions, at least one virtual object is displayed at the target position associated with the interactive operation in the virtual scene. Specifically, for example, after the number of items released by the ordinary skill of the current virtual character meets the preset threshold, an upgraded item is displayed at the farthest distance the item moves during each skill release. This is only an example here.

[0081] Furthermore, in the above step S206, the target virtual object can be determined, but is not limited to, in the order of generation of the virtual objects. For example, the first generated virtual object can be determined as the target virtual object, or the last one can be determined as the target virtual object. The target virtual object can also be determined according to the distance between the virtual object and the virtual character. In the current implementation, the above virtual character can be the current virtual character or the target virtual character. For example, the virtual object closest to the position of the target virtual character can be used as the target virtual object, and the virtual object farthest from the position of the current virtual character can be used as the target virtual object, etc. No specific limitation is made here.

[0082] The method for determining to meet the above activation state can be, but is not limited to: when the number of virtual objects displayed at the target position associated with the interactive operation is greater than a certain threshold, it is determined that the target virtual object is in an activated state; it can also be when the health value data of the target virtual character is higher or lower than a certain threshold, it is determined that the target virtual object is in an activated state; for another example, when the health value data of the current virtual character is higher or lower than a certain threshold, it is determined that the target virtual object is in an activated state; when the distance between the position of the current virtual character and the position of the target virtual character in the virtual scene is less than a preset range, etc., it is determined that the target virtual object is in an activated state. No specific limitation is made here.

[0083] It can be understood that when the target virtual object among at least one of the above virtual objects is in an activated state, a control operation on the target virtual object can be responded to. The above control operation includes, but is not limited to, when the target virtual character and the current virtual character are in different camps, operations such as the target virtual object attacking and damaging the target virtual character, including the path, direction, casting start position, casting end position, etc. of the attack and damage operations, or when the target virtual character and the current virtual character are in the same camp, operations such as the target virtual object treating and restoring the target virtual character, including the path, direction, position, casting start position, casting end position, etc. of the treatment and restoration operations. No specific limitation is made.

[0084] Controlling the target virtual object to move according to the trajectory indicated by the control operation can be, but is not limited to: the player selects several preset movement trajectories in the system, and the target virtual object moves according to the preset trajectory; or the player can select a direction at any angle in the direction control, and form a movement trajectory in this direction to move the target virtual object according to the movement trajectory selected in the direction control; or the player can also use the movement control in real time to make the target virtual object move in real time according to the operation direction of the player on the movement control. Specific limitations are not described here.

[0085] The following takes Figure 5 as an example to illustrate an optional application interface. In this embodiment, in response to the triggering operation on the skill control 502, the current virtual character 503 can be controlled to release the second skill to the target virtual character 504. After the second skill hits the target virtual character, a virtual object can be displayed at the corresponding position in the virtual scene. As Figure 5 shown in the figure, the first virtual object 505 is displayed after the second skill hits the target virtual character for the first time, the second virtual object 506 is displayed after the second skill hits the target virtual character for the second time, and the third virtual object 507 is displayed after the second skill hits the target virtual character for the third time; when the current virtual character 503 casts the second skill and hits the target virtual character 504 within the range of the second skill (i.e., the target distance), the fourth virtual object 508 can be displayed at the position where the target virtual character is hit by the skill in the virtual scene. Among them, the first virtual object 505, the second virtual object 506, the third virtual object 507, and the fourth virtual object 508 are the forms (styles) of the virtual objects displayed in the virtual scene after hitting the target virtual character. It should be noted that when the virtual task in this application is a virtual game task of a multi-player confrontation type, as Figure 5 shown in the figure, the positions of each virtual character in the game map and the corresponding IDs of each virtual character can be displayed in the upper left window (mini-map 509). Here, numbers are used to represent the character identifiers of each virtual character. Other virtual characters in the game except the current virtual character and the target virtual character can be displayed, or all virtual characters including the current virtual character and the target virtual character can be displayed; when the virtual task in this application is a virtual game task in which multiple virtual characters confront each other in pairs, in an optional way, the character identifiers of each virtual character in the ready state can be displayed through the above mini-map 509; in another optional way, the object account can select multiple candidate virtual characters for the confrontation between the above virtual characters, and then the character identifiers of each candidate virtual character can be displayed in the above mini-map 509. In this embodiment, the display function of the above mini-map 509 is only an exemplary illustration.

[0086] Furthermore, in Figure 5In [description], after the second skill triggered by the skill control 502 hits the target virtual character 4 times, 4 virtual objects can be displayed in the current virtual scene. Furthermore, the skill effect of the second skill can be upgraded to the target skill effect, that is, the 4 virtual objects can be used as the target virtual objects, and the player controls the movement control 501 and the skill control 502 to perform control operations on the first virtual object 505, the second virtual object 506, the third virtual object 507, and the fourth virtual object 508 in sequence. The following takes the subsequent control operation of the first virtual object 505 as an example for illustration. As Figure 6 shown, multiple virtual objects generated by the second skill triggered by the skill control 602 are displayed in the virtual scene, including the first virtual object 605, the second virtual object 606, the third virtual object 607, the fourth virtual object 608, and the current virtual character 603; meanwhile, Figure 6 the mini-map 609 remains displayed. In this embodiment, when 4 virtual objects generated by the second skill are displayed in the virtual scene, the second skill triggered by the skill control 602 can be upgraded to the target skill effect. Further, in response to the player further clicking the skill control 602, the first virtual object 605 is determined as the target virtual object, and the first virtual object is adjusted to the active state and moves along the movement trajectory (indicated by the dotted line) indicated by the movement control 601 in real time to attack the target virtual character 604. It should be noted that in Figure 6 , the solid icon object at the starting end of the movement trajectory indicates the first virtual object to be activated, and the hollow icon object in the movement trajectory is the first virtual object 605 in the active state and being controlled. It should be noted that the first virtual object in the to-be-activated state indicated on the movement trajectory is not displayed during the process of controlling the movement of the virtual object.

[0087] Furthermore, as Figure 7 shown, the skill control 702 continues to be displayed in the interface, the current virtual character 703 and the target virtual character 704 in the interactive state in the virtual scene, and the first virtual object 705, the second virtual object 706, the third virtual object 707, and the fourth virtual object 708 generated by the second skill. In Figure 7 , in response to the real-time sliding control of the movement control 701, the first virtual object 705 in the active state moves and hits the target virtual character 704.

[0088] It should be noted that in the above step S208, the character state can be, but is not limited to, the life state, damage state, defense state, action speed state, etc., and no specific limitation is made here; in response to the target virtual character hit by the above target virtual object, it is determined that the character state of the above target virtual character is affected. For example, when the target virtual character and the current virtual character are in different camps, the character states such as the life state, defense state, and damage state of the target virtual character can be reduced. When the target virtual character and the current virtual character are in the same camp, the character states such as the life state, defense state, and damage state of the target virtual character can be enhanced;

[0089] In an alternative embodiment, in the case where the above virtual scene includes a reference virtual character (enemy hero) in a different character camp from the current virtual character and a target virtual character (friendly hero) in the same character camp as the current virtual character, the above target condition can be that the attack skill released by the current virtual character hits the reference virtual character 3 times; and then, when the attack skill released by the current virtual character hits the reference virtual character 3 times, a summoning object (i.e., the above virtual object) is displayed at the position where the reference virtual character is hit for the last time; in response to the triggering operation on the target skill control, the above virtual object can be activated and summoned as the target virtual object, and then, in response to the triggering operation on the direction control, the above target virtual object can be controlled to heal the above target virtual character;

[0090] In another alternative embodiment, in the case where the above virtual scene includes a reference virtual character (first enemy hero) in a different character camp from the current virtual character and a target virtual character (second enemy hero), the above target condition can be that the attack skill released by the current virtual character hits the reference virtual character 3 times; and then, when the attack skill released by the current virtual character hits the reference virtual character 3 times, a summoning object (i.e., the above virtual object) is displayed at the position where the reference virtual character is hit for the last time; in response to the triggering operation on the target skill control, the above virtual object can be activated and summoned as the target virtual object, and then, in response to the triggering operation on the direction control, the above target virtual object can be controlled to cause damage to the above target virtual character;

[0091] Through the above embodiments, by judging whether the interaction operation of the current virtual character meets the target condition, when the target condition is met, a new controllable virtual object is displayed, and in response to the control operation, the interaction operation between virtual characters is realized through the controllable virtual object, so as to complete the skill release by performing different control operations on different types of virtual objects, enriching the control method of virtual objects, thereby improving the player's gaming experience, and being able to increase the interactivity of the game, enabling the player to more immersively participate in the game, enhancing the immersion, substitution sense and innovation of the game.

[0092] As an alternative implementation, when the interactive operation triggered by the current virtual character meets the target condition, at least one virtual object is displayed at the target position associated with the interactive operation in the virtual scene, including at least one of the following:

[0093] Method 1: When the interactive operation triggered by the current virtual character hits the first virtual character, it is determined that the interactive operation triggered by the current virtual character meets the target condition, and at least one virtual object is displayed at the character position where the first virtual character is located. Here, the target position includes the character position where the first virtual character is located;

[0094] Method 2: When the current virtual character performs a defensive operation on the interactive operation triggered on the second virtual character, it is determined that the interactive operation triggered by the current virtual character meets the target condition, and at least one virtual object is displayed at the character position where the current virtual character is located. Here, the target position includes the character position where the current virtual character is located;

[0095] Method 3: When the first operation trajectory of the interactive operation triggered by the current virtual character intersects with the second operation trajectory of the interactive operation triggered by the third virtual character, it is determined that the interactive operation triggered by the current virtual character meets the target condition, and at least one virtual object is displayed at the position corresponding to the intersection point of the first operation trajectory and the second operation trajectory. Here, the target position includes the position corresponding to the intersection point of the trajectories.

[0096] It can be understood that in one method, the current virtual character triggers an interactive operation, including but not limited to cases where an attack operation (such as virtual bullets, virtual bombs, virtual light waves, virtual boxing gloves, etc.), a treatment operation (such as virtual potions, virtual herbs, etc.), a defensive operation (such as virtual protective clothing, virtual armor, etc.) hits the first virtual character. As Figure 8 shown, the current virtual character 803 controls the movement control 801 and the skill control 802 to hit the target virtual character 804 in response to the player's control operation, and the virtual object 805 is displayed. It is determined that the interactive operation triggered by the current virtual character 803 meets the target condition. It should be noted that the above first virtual character can be the target virtual character, or it can be another virtual character in a different camp or the same camp as the target virtual character. That is, the first virtual character can be a teammate or an opponent of the target virtual character. This is only an example here and is not specifically limited;

[0097] After determining that the interaction operation triggered by the current virtual character satisfies the target condition, at least one virtual object is displayed at the character position where the first virtual character is located. It can be, but is not limited to, displaying one virtual object or multiple virtual objects at the position where the first virtual character is located after each interaction operation, or displaying at least one virtual object at the position of the first virtual character when the number of times hitting the first virtual character reaches a preset threshold or a certain hit damage reaches a certain threshold. There is no specific limitation here. The above virtual objects include, but are not limited to, controllable living bodies, summons, etc. of the same type as the current virtual character or the target virtual character, attack, defense, or treatment props, etc. It can be understood that the virtual objects can provide various types of auxiliary skills, including but not limited to auxiliary protection skills, auxiliary attack skills, auxiliary reconnaissance skills, auxiliary resource collection skills, etc.; among them, the above target position includes the character position where the first virtual character is located.

[0098] In another way, when the above interaction operation triggered by the current virtual character on the second virtual character performs a defense operation, such as Figure 9 As shown, the current virtual character 903 controls the movement control 901 and the skill control 902 in response to the player's control operation, and in response to the control operation on the helmet 906, blocks the attack operation of the target virtual character 904 and a virtual object 905 appears. After determining that the above interaction operation triggered by the current virtual character 903 satisfies the target condition, it should be noted that the above second virtual character can be the target virtual character, or other virtual characters in a different camp or the same camp as the target virtual character, that is, the second virtual character can be a teammate or an opponent of the target virtual character. This is only an example here and there is no specific limitation;

[0099] It is determined that the interaction operation triggered by the current virtual character has performed a defensive operation. After meeting the target conditions, at least one virtual object is displayed at the character position where the current virtual character is located. It can be, but is not limited to, displaying one virtual object or multiple virtual objects at the position of the current virtual character each time a defensive operation is performed, or when the number of defensive operations reaches a certain number or a certain defensive operation reaches a certain threshold, selecting or automatically displaying at least one virtual object at the position where the current virtual character completed the last defensive operation. There is no specific limitation here. The above virtual objects include, but are not limited to, controllable living bodies, summons, etc. of the same type as the current virtual character or the target virtual character, attack, defense, or treatment props, etc. It can be understood that the virtual objects can provide various types of auxiliary skills, including, but not limited to, auxiliary protection skills, auxiliary attack skills, auxiliary reconnaissance skills, auxiliary resource collection skills, etc.; among them, the above target position includes the character position where the current virtual character is located; as an alternative implementation, it can be that when the current virtual character successfully defends against an attack operation triggered by a virtual character in the enemy camp, at least one virtual object is displayed at the position where the current virtual character is located.

[0100] In another way, when the first operation trajectory of the interaction operation triggered by the current virtual character intersects with the second operation trajectory of the interaction operation triggered by the third virtual character, such as Figure 10 As shown, the current virtual character 1003 responds to the player's control operation to control the movement control 1001 and the skill control 1002 to complete the interaction operation, and the first operation trajectory generated intersects with the second operation trajectory generated by the target virtual character 1004 releasing a skill, and a virtual object 1005 appears. The triangle is the trajectory intersection point 1006 where the first operation trajectory of the interaction operation of the current virtual character intersects with the second operation trajectory of the interaction operation of the third virtual character. It is determined that the interaction operation triggered by the current virtual character 1003 meets the above target conditions. It should be noted that the above third virtual character can be the target virtual character, or other virtual characters in a different or the same camp as the target virtual character, that is, the third virtual character can be a teammate or an opponent of the target virtual character. This is only an example here and there is no specific limitation.

[0101] Determine that the first operation trajectory triggered by the above interactive operation triggered by the current virtual character intersects with the second operation trajectory triggered by the interactive operation of the third virtual character. After meeting the above target conditions, at least one of the above virtual objects is displayed at the position corresponding to the trajectory intersection point of the above first operation trajectory and the above second operation trajectory. It can be, but is not limited to, displaying one virtual object or multiple virtual objects at the position of the trajectory intersection point in the virtual scene each time the first operation trajectory intersects with the second operation trajectory, or when the number of trajectory intersections reaches a certain number or a certain trajectory intersection (skill "collision") interactive damage reaches a certain threshold, selecting or automatically displaying at least one virtual object at this trajectory intersection position, which is not specifically limited here; the above virtual objects include, but are not limited to, controllable living bodies, summons, etc. of the same type as the current virtual character or the target virtual character, attack, defense, or treatment props, etc. It can be understood that the virtual object can provide various types of auxiliary skills, including, but not limited to, auxiliary protection skills, auxiliary attack skills, auxiliary reconnaissance skills, auxiliary resource collection skills, etc.; among them, the above target position includes the above position corresponding to the above trajectory intersection point.

[0102] Through the above implementation manners of the present application, according to various interactive operations triggered by the current virtual character, it can be further determined that the interactive operations triggered by the current virtual character meet the target conditions, and the target positions for displaying virtual objects in different situations can be determined, enriching the method for determining the position of virtual objects when the trigger operation meets the target conditions. Through various methods for determining the target positions of virtual objects, players can reasonably formulate attack and interaction strategies, increasing the strategic nature of the game, and realizing the enrichment of the control movement and attack strategies of virtual objects by players. Furthermore, through the above implementation manners, a new method for controlling virtual objects is provided, solving the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0103] In an optional implementation manner, the displaying of at least one virtual object at the target position associated with the interactive operation in the virtual scene includes at least one of the following:

[0104] Method 1: When the interactive operation is a target skill operation, determine the object type of the virtual object according to the skill trajectory display style corresponding to the target skill operation; display the virtual object of the object type at the target position;

[0105] Method 2: When the interactive operation is an attack operation, determine the object type of the virtual object according to the character display style of the current virtual character; display the virtual object of the object type at the target position.

[0106] In an optional implementation manner, when the above interactive operation is a target operation skill, determine the object type of the above virtual object according to the skill trajectory display style corresponding to the above target skill operation. For example:Figure 3 As shown, if the skill is displayed as virtual ink marks, the object type of the virtual object is an ink mass; if Figure 11 shown, if the skill is displayed as virtual Chinese calligraphy characters, the object type of the virtual object is virtual Chinese calligraphy characters. In the figure, the virtual object 1101 is the virtual Chinese calligraphy character "Jing"; if the skill is displayed as the flight trajectory of an arrow, the object type of the virtual object is a virtual arrow to be controlled; if the skill is displayed as a virtual flame, the object type of the virtual object is a fire mass, etc., which are not specifically limited here; and a virtual object of the above object type is displayed at the above target position, and the above target position can be but is not limited to the end position of the interaction operation (such as the hit position of the target skill release, the end position of the target skill release time, the farthest distance position of the target skill, the interrupted position of the release of the target skill, etc.), a position on the moving trajectory of the target virtual character (such as a position on the trajectory can be actively or randomly selected as the target position), the position where the skills released by the current virtual character and the target virtual character collide, etc., which are not specifically limited here.

[0107] In another alternative embodiment, when the above interaction operation is an attack operation, the object type of the virtual object is determined according to the character display style of the current virtual character. It should be noted that the above attack operation can be basic attack operations such as punching, shooting an arrow, stabbing, etc.; and a virtual object of the above object type is displayed at the above target position. It can be understood that when the current virtual character is a virtual zombie, the character display style of the virtual object can be a virtual little zombie; when the current virtual character is a virtual frog, the character display style of the virtual object can be a virtual tadpole, etc.; the above target position can be but is not limited to the end position of the attack operation (such as the attack hit position, the end position of the attack time, the farthest distance position of the attack, etc.), a position on the moving trajectory of the target virtual character (such as a position on the trajectory can be actively or randomly selected as the target position), etc., which are not specifically limited here.

[0108] Through the above embodiments of the present application, when the interaction operation meets different operations, different types of virtual objects are correspondingly displayed at the target position according to different situations, enriching the object types of the virtual objects. Furthermore, different operation controls can be performed on different types of virtual objects, such as flying, sprinting, exploding, impacting, etc., to achieve operations such as attacking, healing, and defending, thereby enhancing the immersion and sense of substitution of the game and enriching the control method of the virtual objects.

[0109] As an alternative embodiment, before determining that the interaction operation triggered by the current virtual character meets the target condition and displaying at least one virtual object at the character position where the first virtual character is located when the interaction operation triggered by the current virtual character hits the first virtual character, it further includes:

[0110] S1. When the interactive operation is the target skill operation, in response to the triggering operation of the target skill operation, obtain the skill trajectory direction of the target skill operation;

[0111] S2. Take the first character position of the current virtual character as the starting position, and dynamically display the skill trajectory of the target skill operation according to the skill trajectory direction;

[0112] S3. When the trajectory length of the displayed skill trajectory is less than or equal to the target distance and the displayed skill trajectory reaches the second character position of the first virtual character, determine that the interactive operation triggered by the current virtual character hits the first virtual character;

[0113] S4. When the trajectory length of the displayed skill trajectory is equal to the target distance and the displayed skill trajectory does not reach the second character position of the first virtual character, cancel the display of the skill trajectory according to the target dynamic style.

[0114] It can be understood that in this embodiment, when the interactive operation is the target skill operation, in response to the triggering operation of the above target skill operation, obtain the skill trajectory direction of the above target skill operation; as Figure 5 shown, take the first character position of the above current virtual character (take the skill release position as the first character position) as the starting position, and dynamically display the trajectory of the above target skill operation according to the skill trajectory direction; when the trajectory length of the above displayed skill trajectory is less than or equal to the target distance and the above displayed skill trajectory reaches the above second character position of the first virtual character, dynamically display the skill trajectory of the target skill operation according to the skill trajectory direction, where the above second character position can be the position that can be hit by the skill attack or the position where the first virtual character moves for the second time (such as being hit, bounced, dodged, etc.); furthermore, determine that the above interactive operation triggered by the above current virtual character hits the above first virtual character;

[0115] Furthermore, when the trajectory length of the above displayed skill trajectory is equal to the target distance and the displayed skill trajectory does not reach the above second character position of the first virtual character, cancel the display of the skill trajectory according to the target dynamic style. As an optional implementation manner, the speed, direction, duration, and color of canceling the display of the trajectory can be adjusted, and the effect of the dynamic style can also be changed according to the screen size change. Specifically, it can be effects such as the ink gradually fading, the firelight dimming, and the water wave receding.

[0116] In an alternative embodiment, after the target skill is triggered, the skill trajectory is displayed. If the skill hits a character and is within a preset time and distance, the skill trajectory is displayed starting from the first character position of the current virtual character to the second character position of the first virtual character. If the skill release exceeds a certain time and moving distance, the skill trajectory is displayed in a fading display style, as Figure 3 shown, when the virtual object reaches the maximum distance without hitting the character, the ink fades;

[0117] Through the above embodiments of the present application, in response to the triggering operation of the target skill, starting from the first character position of the current virtual character, the skill trajectory of the target skill operation is displayed in the direction of the skill trajectory. When the trajectory length is less than or equal to the target distance, it hits the first virtual character. When the trajectory length is equal to the target distance and does not reach the second character position of the first virtual character, the skill trajectory display is cancelled. Thus, the method of skill trajectory display and the trajectory style are enriched, enabling players to trigger the display of skill trajectory styles and effects by trying different item and skill combinations, making the game more interesting and diverse.

[0118] In an alternative embodiment, when the interactive operation triggered by the current virtual character hits the first virtual character, it is determined that the interactive operation triggered by the current virtual character meets the target condition, and when at least one virtual object is displayed at the character position where the first virtual character is located, it further includes:

[0119] S1, when the first virtual character is a virtual character in the same character camp as the current virtual character, it is determined that a beneficial effect is imposed on the first virtual character;

[0120] S2, when the first virtual character is a virtual character in a different character camp from the current virtual character, it is determined that a negative effect is imposed on the first virtual character.

[0121] It can be understood that in this embodiment, when the first virtual character is a virtual character in the same character camp as the current virtual character, for example, the first virtual character and the current virtual character are in the same team or an allied team, which is not specifically limited herein. It is determined that a beneficial effect is imposed on the first virtual character. Specifically, it can be to increase character attributes such as strength, intelligence, agility, healing, recovery, evasion, increase character health and mana values, increase character damage and defense values, increase character movement speed, critical strike rate, hit rate, shorten the skill cooldown time, etc., which is not specifically limited herein;

[0122] As an alternative implementation, in the case where the first virtual character is a virtual character in a different character camp from the current virtual character, for example, the first virtual character and the current virtual character are in different teams or enemy teams, which is not specifically limited here. It is determined that a negative effect is imposed on the first virtual character. Specifically, it can be reducing character attributes such as strength, intelligence, agility, healing, recovery, evasion, reducing the character's health value, mana value, reducing the character's damage value, defense value, reducing the character's movement speed, critical strike rate, hit rate, and extending the skill cooldown time, etc., which is not specifically limited here;

[0123] Specifically, it can be that the skill released by the current virtual character hits the target virtual character 3 times, the interactive operation of the current virtual character meets the target condition, and a summon (virtual character) is displayed at the position where the target virtual character is hit for the last time and the summon is immediately activated, such as Figure 8 the virtual object 805 in. When the target virtual character is a teammate, the summon heals or defends the target virtual character. For example, it can increase the health value of the target virtual character, or when the target virtual character is an enemy, it can reduce the damage value of the target virtual character. This is only an example and is not specifically limited.

[0124] Through the above implementation manners of the present application, different effects are imposed on the first virtual character in the case where the first virtual character and the current virtual character are in the same or different camps. Players can more deeply immerse themselves in the identity of the game character, experience a more real and rich game world, can enrich the control operations of the virtual character by the player, control the virtual character to cause damage to the enemy and heal the friendly side, increase the immersion and substitution feeling of the game, and thus solve the technical problem that the control method of the virtual object in the related method is relatively single.

[0125] As an alternative implementation, in the case where the first virtual character is a virtual character in a different character camp from the current virtual character, determining that a negative effect is imposed on the first virtual character includes at least one of the following:

[0126] Method 1: Adjust the active state parameter of the first virtual character from a first value to a second value. Among them, when the active state parameter of the first virtual character is greater than or equal to 0, it is determined that the first virtual character is in an active state in the virtual scene, and the second value is less than the first value;

[0127] Method 2: Adjust the movement state parameter of the first virtual character from a third value to a fourth value. Among them, the movement state parameter is used to indicate the movement speed of the first virtual character in the virtual scene, and the fourth value is less than the third value;

[0128] Method 3: Update the knock - back parameters for the first virtual character according to the interaction operation. When the knock - back parameters of the first virtual character meet the target value conditions, display the first virtual character flying in the virtual scene according to the target flight trajectory.

[0129] In one case, the active state parameter of the first virtual character can be adjusted from the first value to the second value. The above - mentioned active state parameter can be, but is not limited to, the attributes of the character, and no specific limitation is made here. When the active state parameter of the first virtual character is greater than or equal to 0, it is determined that the first virtual character is in an active state in the virtual scene, and the second value is less than the first value. For example, the health value of the first virtual character is reduced from 60 hit points to 40 hit points.

[0130] In another case, the movement state parameter of the first virtual character can be adjusted from the third value to the fourth value. The movement state parameter is used to indicate the movement speed of the first virtual character in the virtual scene. The above - mentioned movement state parameter can be, but is not limited to, the speed of movement during attacks or evasions, and no limitation is made here. The fourth value is less than the third value. For example, the movement speed of the first virtual character is reduced from 5 m / s to 4 m / s.

[0131] In yet another case, the knock - back parameters for the first virtual character can be updated according to the interaction operation. The above - mentioned knock - back parameters can be, but are not limited to, indicating that after hitting the first virtual character, the first virtual character is knocked back and moves to a certain unit distance from the original position. When the knock - back parameters of the first virtual character meet the target value conditions, display the first virtual character flying in the virtual scene according to the target flight trajectory (as Figure 11 shown, the virtual character on the right is knocked back). The above - mentioned target value conditions can be, but are not limited to, reaching a preset threshold, the battle reaching a certain duration, the attribute value of the first virtual character or the target virtual character or the current virtual character reaching a preset threshold, etc., and no limitation is made here. It should be noted that the first virtual character can be knocked back and made to fly when a certain knock - back parameter reaches the preset threshold, or the knock - back parameters of each time can be accumulated, and the first virtual character is knocked back and made to fly after the accumulated knock - back parameters reach the preset threshold. It is also possible to combine the knock - back parameters updated each time with different weights, calculate the final knock - back parameter, compare it with the preset threshold, and knock back the first virtual character to make it fly when the preset threshold is reached, etc., and no specific limitation is made here.

[0132] Through the above implementation manners of the present application, it is possible to determine the negative impact on the first virtual character by selecting at least one of adjusting the active state parameter, the movement state parameter, and the knockback state parameter. On the one hand, it can increase the challenge of the game and enable players to continuously adjust the game strategy. On the other hand, the interactive operations have different impact results on the virtual character, enriching the ways for players to control the virtual object and then operate on the virtual character.

[0133] In an alternative implementation manner, before controlling the target virtual object to move according to the movement trajectory indicated by the control operation in the case where the target virtual object among at least one virtual object is in an active state in response to the control operation on the target virtual object, at least one of the following is further included:

[0134] Way 1: When the number of virtual objects is greater than or equal to the first number, in response to the triggering operation on the target skill control, the target virtual object determined from at least one virtual object is configured to be in an active state, where the target skill control is used to trigger the interactive operation of the current virtual character and configure the active state of the target virtual object;

[0135] Way 2: When the number of virtual objects is greater than or equal to the first number, in response to the selection operation on the target virtual object, it is determined to configure the target virtual object to be in an active state;

[0136] In one way, the above first number can be determined by setting a preset value as the first number, or setting different first numbers according to different battle stages, and can be determined according to the attribute values of the current virtual character or the target virtual character. For example, when the health value of the current virtual character is lower than 50%, the first number is set to 3 units, and when the health value of the current virtual character is higher than 50%, the first number is set to 2 units, etc. There is no specific limitation here. When the number of virtual objects is greater than or equal to the first number, in response to the triggering operation on the target skill control, and then the target virtual object determined from at least one virtual object is configured to be in an active state, where the target skill control is used to trigger the interactive operation of the current virtual character and configure the active state of the target virtual object. It should be noted that the target virtual object can be one or more, and the target virtual object can be configured to be in an active state immediately after the number of virtual objects meets the condition, or can be configured to be in an active state automatically or randomly according to the battle situation. There is no specific limitation here;

[0137] As an alternative implementation manner, for example, the first number is 3, the number of virtual objects is 4. After the target skill control is triggered, the virtual object closest to the enemy with the lowest health value on the current field is determined as the target virtual object. By triggering such as Figure 8In the skill control 802, the target virtual object is configured to the active state. Figure 8 In Figure 8 , the target virtual object is the virtual object 805. The target virtual object starts to attack the enemy with the lowest current health value on the field, or as Figure 12 shown, the movement control 1201 and the skill control 1202 of the target virtual object are in the inoperable gray state, and the target virtual object cannot be selected in the current virtual scene, and the target virtual object cannot be configured to the active state. It should be noted that the operation of the target virtual object can be an interactive operation associated with the current virtual character (such as the same operation), or it can be independent of the current virtual character. For example, when the current virtual character performs an assassination operation, the target virtual object also performs an assassination operation, or the target virtual object automatically performs evasive defensive attacks, which are not specifically limited here;

[0138] In another way, when the number of virtual objects is greater than or equal to the first number, in response to the selection operation of the target virtual object, it is determined to configure the target virtual object to the active state. That is to say, in this embodiment, the virtual object can be manually selected according to the battle situation and battle strategy to determine the target virtual object, and then the above target virtual object is configured to the active state.

[0139] In this embodiment, the target virtual object is configured to the active state in multiple ways, enriching the method of virtual object control, and thus solving the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0140] In an optional embodiment, before the above-mentioned target virtual object determined from at least one virtual object is configured to the active state in response to the triggering operation of the target skill control, it includes:

[0141] S1. In response to the control operation of the target skill control in the first control state, it is determined that the current virtual character triggers an interactive operation, where the target skill control in the first control state is used to trigger the interactive operation of the current virtual character;

[0142] S2. When the number of virtual objects is greater than or equal to the first number, the target skill control is switched from the first control state to the second control state, where the target skill control in the second control state is used to configure the activation state of the target virtual object.

[0143] In this embodiment, in response to a control operation on the target skill control in the first control state, such as a combo, long press, swipe, etc., the control state can be a to-be-enabled state, a disabled state, an enabled state, etc., it is determined that the current virtual character triggers the above interaction operation, and the target skill control in the first control state is used to trigger the interaction operation of the current virtual character;

[0144] Further, when the number of virtual objects is greater than or equal to the first number, the target skill control is switched from the first control state to the second control state. The target skill control in the second control state is used to configure the activation state of the target virtual object, such as changing the attack of the target virtual object to defense, or switching the skill enabled state of the target virtual object to a paused state, etc. The control can also be highlighted, grayed out, emphasized, etc.;

[0145] Specifically, it can be in response to the player's operation on the Figure 6 movement control 601 and skill control 602 in, controlling the current virtual character 603 to release the first virtual object 605 (virtual ink mass) to attack the target virtual character 604. When the cumulative number of virtual ink masses hitting the enemy reaches 4 (assuming the first number is 4), the target skill control switches from the virtual ink mass released in the first control state to the virtual brush characters released in the second control state, as shown in Figure 13 the first virtual object 1305, the second virtual object 1306, the third virtual object 1307, and the fourth virtual object 1308 (that is, assuming that the 4 virtual ink masses are respectively upgraded to 4 virtual brush characters) in. Thus, the current virtual character can control the target skill control in the second control state to perform an interaction operation, and the current virtual character 1303 operates the first virtual object 1305, the character "Jing" to attack the target virtual character 1304. In the figure, the movement trajectory of the virtual brush characters is from the position of the small-font virtual brush character "Jing" to the position of the bold and enlarged virtual brush character "Jing";

[0146] Through the above embodiments of the present application, different control states are set for the same skill control, enabling players to choose different skill usage methods according to the current situation, thereby increasing the depth and strategy of the game, and increasing the difficulty of the game, so that players need more skills and strategies to deal with different situations, thereby enhancing the challenge and fun of the game, and further solving the technical problem of the relatively single control method of virtual objects in the existing virtual scene control mechanism.

[0147] In an alternative embodiment, after determining that the target virtual object hits the target virtual character and affects the character state of the target virtual character, it further includes:

[0148] When the number of virtual objects displayed in the virtual scene is less than or equal to the second number, switch the target skill control from the second control state to the first control state.

[0149] In this embodiment, when the target skill control is in the first control state, in response to a trigger operation on the target skill control, release the first skill effect (i.e., the above-mentioned interaction operation) to the target virtual character. For example, Figure 5 in the current virtual character 503 releases virtual ink blobs (the first skill in the first control state) to attack the target virtual character 504, and when the first skill effect hits the target virtual character 504 ( Figure 5 in the fourth virtual object 508 hits the target virtual character 504), it is determined that the interaction operation meets the target condition (for example, it is required to hit 4 times to meet the target condition). At the same time, in the virtual scene, a virtual item (i.e., the above-mentioned virtual object) is displayed at the position where the target virtual character is hit, and at the same time, the target skill control is adjusted to be displayed in the second control state. For example, Figure 13 in the 4 virtual ink blobs are respectively upgraded to 4 virtual calligraphy characters (the first skill in the second control state);

[0150] In response to a trigger operation on the target skill control in the second control state, determine the target virtual object. For example, Figure 13 the virtual object 1305 in, and then in response to a control operation on the target virtual object, control the target virtual object to attack the target virtual character 1304, that is, Figure 13 in the first virtual object 1305, the character "surprised" (as the target virtual object) hits the target virtual character 1304;

[0151] When hitting the target virtual character, restore the target skill control to the first control state, indicating that the current target skill control can only be used to release the first skill effect to attack the target virtual character, that is, adjust the virtual calligraphy character attack state to the virtual ink blob attack state;

[0152] In addition, when the first skill effect does not hit the target virtual character, the target skill control can be kept in the first control state (virtual ink blob attack state). This is only an example here and is not specifically limited.

[0153] Through the above-mentioned embodiments of the present application, by switching the control state, players can operate skills more flexibly, adapt to different game situations, improve the operability and fluency of the game, and thus solve the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0154] In an alternative embodiment, the above-mentioned in response to a control operation on the target virtual object, controlling the target virtual object to move according to the movement trajectory indicated by the control operation includes:

[0155] S1. In response to a triggering operation on a direction control, determine that a control operation for a target virtual object is received;

[0156] S2. Obtain a target control direction determined according to the direction control, and control the target virtual object to move according to the target control direction;

[0157] S3. When the target control direction determined by the direction control is updated, control the target virtual object to move according to the updated target control direction.

[0158] It can be understood that, in this embodiment, in response to the triggering operation of the direction control, and then control the target virtual object according to the received control operation. Further, obtain the target control direction determined according to the direction control, control the above-mentioned target virtual object to move according to the above-mentioned target control direction, and can also, when the target control direction determined by the above-mentioned direction control is updated, control the target virtual object to move according to the updated above-mentioned target control direction.

[0159] In an alternative embodiment, the above-mentioned controlling the target virtual object to move according to the movement trajectory indicated by the control operation in response to the control operation for the target virtual object includes:

[0160] S1. Display the target virtual object on the virtual ground in the virtual scene in a first display style;

[0161] S2. In response to the triggering operation on the direction control, display the target virtual object in a second display style, where the second display style is used to indicate that the target virtual object is in an active state;

[0162] S3. According to the target control direction, control the target virtual object displayed in the second display style to fly;

[0163] It can be understood that, in this embodiment, the target virtual object can be displayed on the virtual ground in the virtual scene in a first display style, and then in response to the triggering operation on the direction control, display the target virtual object in a second display style, where the second display style is used to indicate that the target virtual object is in an active state, and then control the target virtual object displayed in the second display style to fly according to the target control direction. Specifically, the target virtual object can be displayed as small water droplets on the virtual ground in the virtual scene and turn into snowflakes floating (flying) after the triggering operation of the direction control, or the target virtual object can be displayed as an ink pattern on the virtual ground in the virtual scene and turn into characters flying after the triggering operation of the direction control. As Figure 14 shown, the first virtual object 1405 flies in the form of virtual characters, which is not specifically limited here.

[0164] Through the above embodiments of the present application, by displaying different display styles for virtual objects in different states and scenarios, the entertainment and diversity of the game are enriched, thereby enhancing the player's sense of immersion and participation.

[0165] In an alternative embodiment, configuring the target virtual object determined from at least one virtual object to an active state includes:

[0166] S1, obtaining the display order of at least one virtual object;

[0167] S2, determining the first displayed virtual object among at least one virtual object as the target virtual object according to the display order;

[0168] S3, configuring the target virtual object to an active state.

[0169] It can be understood that in this embodiment, first, the display order of at least one virtual object is obtained. The above display order can be the time order of display, the position order of display, etc. Then, the first displayed virtual object among at least one virtual object is determined as the target virtual object according to the above display order, and then the target virtual object is configured to an active state. As an alternative embodiment, when the display order is in chronological order, the first displayed virtual object is used as the target virtual object, and the first virtual object is set to be in an attack state, such as Figure 15 As shown, the current virtual character 1503 controls the movement control 1501 and the skill control 1502 to complete an interaction operation in response to the player's control operation, such as hitting the target virtual character 1504. Each time a hit occurs, a virtual object (the first virtual object 1505, the second virtual object 1506, the third virtual object 1507) is displayed. The character on the left is the current virtual character 1503. In the figure, the first virtual object 1505 is emitted by the current virtual character at the first moment, the second virtual object 1506 is emitted by the current virtual character at the second moment, and the third virtual object 1507 is emitted by the current virtual character at the third moment. The first moment is the earliest time. Therefore, the target virtual object is the first virtual object 1505. Or when the display order is in position order, the virtual object closest to the position of the current virtual character or the target virtual character is used as the target virtual object, such as Figure 16The current virtual character 1603 shown responds to the player's control operation to control the movement control 1601 and the skill control 1602 to complete an interaction operation, such as hitting the target virtual character 1604. Each time a hit occurs, a virtual object (the first virtual object 1605, the second virtual object 1606, the third virtual object 1607) is displayed. The character on the left is the current virtual character 1603. The first virtual object 1605, the third virtual object 1607, the second virtual object 1606 are successively farther away from the current virtual character (L1 > L3 > L2). Therefore, the target virtual object is the second virtual object 1605, and it is set that this virtual object is in an attack state, and no specific limitation is made here.

[0170] Through the above implementation manners of the present application, according to different methods for determining the display order of virtual objects, the target virtual object is further determined, so as to provide more choices and strategies for players, increase the fun and challenge of the game, and different props and skills can be selected according to different situations to deal with enemies or complete tasks, thereby solving the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0171] In an optional implementation manner, after determining that the target virtual object hits the target virtual character and affects the character state of the target virtual character, it further includes:

[0172] S1, when the number of remaining virtual objects in the virtual scene is greater than or equal to 1, the remaining virtual objects are successively determined as target virtual objects according to the display order;

[0173] S2, in response to the control operation on the target virtual object, display that the target virtual object moves according to the movement trajectory indicated by the control operation;

[0174] S3, in response to the target virtual object hitting the target virtual character, determine that the character state of the target virtual character is affected.

[0175] In this implementation manner, when the number of remaining virtual objects in the virtual scene is greater than or equal to 1, the remaining virtual objects can be successively determined as target virtual objects according to the display order. The above display order can be the display time order, the display position order, etc. Further, in response to the control operation on the above target virtual object, display that the above target virtual object moves according to the movement trajectory indicated by the control operation, and then in response to the above target virtual object hitting the above target virtual character, determine that the character state of the above target virtual character is affected; As an optional implementation manner, if the number of remaining virtual objects is 3, the virtual objects with the display time from long to short in the virtual scene can be successively determined as target virtual objects, and the target virtual objects move according to the control operation. For example,Figure 15 Remaining in it are a first virtual object 1505, a second virtual object 1506, and a third virtual object 1507. The first virtual object 1505 is emitted by the current virtual character 1503 at a first moment, the second virtual object 1506 is emitted by the current virtual character 1503 at a second moment, and the third virtual object 1507 is emitted by the current virtual character 1503 at a third moment. The first moment is the earliest time. The display time of the first virtual object 1505 in the virtual scene is the longest, and the display times of the second virtual object 1506 and the third virtual object 1507 decrease in sequence. Therefore, at this time, the first virtual object 1505 is the target virtual character, and in response to the target virtual object hitting the target virtual character, it affects the character state of the target virtual character, such as dizziness, blood loss, etc. It is also possible to sequentially determine the virtual characters that are closer to the current virtual character or the target virtual character in the virtual scene as the target virtual character. The target virtual character moves according to the control operation, and in response to the target virtual object hitting the target virtual character, it affects the character state of the target virtual character, such as dizziness, blood loss, etc.

[0176] In an optional implementation manner, after configuring the target virtual object determined from at least one virtual object to the active state, it further includes:

[0177] S1, when the control duration of the control operation on the target virtual object is less than the target duration and the target virtual object hits the target virtual character, display status change information, where the status change information is used to indicate that the character state of the virtual character is affected;

[0178] S2, when the control duration of the control operation on the target virtual object is greater than or equal to the target duration and the target virtual object has not hit the target virtual character, cancel the display of the target virtual object.

[0179] It can be understood that the above status change information can be, but is not limited to, an increase or decrease in character health value, energy value, armor value, etc., a change in skill cooldown state, a change in movement speed, a change in control state such as dizziness, immobilization, silence, a change in character form such as standing, running, etc., and no specific limitation is made here;

[0180] Further, when the control duration of the control operation on the target virtual object is greater than or equal to the target duration and the target virtual object has not hit the target virtual character, cancel the display of the target virtual object. Specifically, after the control duration of the current virtual character releasing the virtual ink mass exceeds 10s and the virtual ink mass does not hit the virtual character, the virtual ink mass disappears, as Figure 3 the virtual object in it gradually changes from black to transparent. This is only an example here and no specific limitation is made.

[0181] In an alternative embodiment, determining that the role state of the target virtual character is affected in response to the target virtual object hitting the target virtual character includes:

[0182] S1. When the role state includes the role active state indicated by the active state parameter, obtain the damage value corresponding to the target virtual object;

[0183] S2. Adjust the active state parameter of the target virtual character from a fifth value to a sixth value according to the damage value, where the sixth value is less than the fifth value.

[0184] In this embodiment, when the role state includes the role active state indicated by the active state parameter, obtain the damage value corresponding to the target virtual object, and then adjust the active state parameter of the target virtual character from a fifth value to a sixth value according to the damage value, where the sixth value is less than the fifth value. For example, the initial blood volume of the target virtual character is 50, the damage value of the target virtual object is 10%, and the blood volume of the target virtual character after the damage is 45. There is no specific limitation here;

[0185] Through the above embodiment of the present application, adjusting the active state parameter of the target virtual character according to the damage value can enrich the combat system of the game, enable players to develop more diverse combat strategies, increase the depth and combat fun of controlling the virtual character, make the control operation more strategic and interesting, and thus solve the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0186] In an alternative embodiment, when the role state includes the role active state indicated by the active state parameter, obtaining the damage value corresponding to the target virtual object includes:

[0187] S1. When at least one virtual object is sequentially determined as the target virtual object, determine the damage value corresponding to the target virtual object respectively according to the object order matched by each target virtual object, where the first damage value corresponding to the target virtual object with a prior object order is less than or equal to the second damage value corresponding to the target virtual object with a subsequent object order.

[0188] In this embodiment, when at least one virtual object is sequentially determined as the target virtual object, according to the object order matched by each target virtual object, the damage value corresponding to the target virtual object is determined respectively. The first damage value corresponding to the target virtual object with a prior object order is less than or equal to the second damage value corresponding to the target virtual object with a subsequent object order. It should be noted that the object order can be matched according to the time order or the position order, etc. That is, the object order of the target virtual object can be determined in sequence according to the time order of appearance, or the object order of the target virtual object can be determined in sequence according to the distance between the target virtual object and the current virtual character or the target virtual character. There is no specific limitation here. It can be understood that the damage value of the first determined target virtual object is less than that of the second determined target virtual object. For example, the initial blood volume of the target virtual character is 50, the damage value of the first missile is 10, the blood volume after the first missile hits is 40, the damage value of the second missile is 5, and the blood volume after the second missile hits is 35, and so on;

[0189] Through the above embodiments of the present application, the matching order of the target object can be set in various ways. Then, according to the object order matched by each target virtual object, the damage value corresponding to the target virtual object is determined respectively. By setting props and skills with different damage values, the difficulty of the game is increased, thereby bringing greater challenges and excitement to players, and then solving the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0190] The following combines a complete implementation process of the present application with Figures 17 to 18 for description:

[0191] The following combines with Figure 17 to describe the control process of an ordinary virtual missile of a virtual object of the present application.

[0192] S1702, Release of the first skill (the current virtual character triggers an interaction operation). The player clicks the first skill button to control the current virtual character to release the first skill, and an A-frame (attack hit frame) determination of the flying prop ink ball appears in front of the current virtual character;

[0193] S1704, Determine whether this skill hits; if it does not hit, execute S1704-2, and the second-level virtual missile fails to take effect, that is, if the A-frame determination of the flying prop ink ball does not cross the hit box of the enemy (target virtual character), it is determined that the enemy is not hit, and the generation of the second-level virtual missile fails this time, and the current round ends;

[0194] If it hits, execute S1706 to determine which hit this skill is;

[0195] If this skill hits for the first time, execute S1708-1, then execute S1708-2, and generate virtual missile No. 1 at the hit location; if this skill hits for the second time, execute S1710-1, then execute S1710-2, and generate virtual missile No. 2 at the hit location; if this skill hits for the third time, execute S1712-1, then execute S1710-2, and generate virtual missile No. 3 at the hit location; continue to execute S1716, and the skill is released;

[0196] Specifically, if the A frame judgment of the flying prop ink ball intersects with the enemy's hit frame, it is determined to have hit the enemy, and the number of hits is determined at this time. If there is no secondary virtual missile on the field, this is the first hit, and a secondary virtual missile "No. 1 virtual missile" will be generated at the hit position this time; if there is already 1 secondary virtual missile on the field, this is the second hit, and a secondary virtual missile "No. 2 virtual missile" will be generated at the hit position this time; if there are already 2 secondary virtual missiles on the field, this is the third hit, and a secondary virtual missile "No. 3 virtual missile" will be generated at the hit position this time; if there are already 3 secondary virtual missiles on the field, this is the fourth hit, and a secondary virtual missile "No. 4 virtual missile" will be generated at the hit position this time; when the first three secondary virtual missiles "No. 1 virtual missile", "No. 2 virtual missile" and "No. 3 virtual missile" hit the enemy, it will be settled as the skill release is completed, and the skill settlement ends;

[0197] If this skill hits for the fourth time, execute S1714-1, then execute S1714-2, generate virtual missile No. 4 at the hit location, continue to execute S1718, release is completed, and the interactive operation triggered by the current virtual character meets the target condition;

[0198] Continue to execute S1720, the first skill enters the enhanced mode;

[0199] Finally, the operation ends; specifically, if the fourth secondary virtual missile "Virtual Missile No. 4" hits the enemy, the first skill enters the enhancement mode, and then the skill settlement ends.

[0200] The following combination Figure 18 Explain the process of releasing enhanced skills after entering the enhanced mode:

[0201] S1802, enhancing the release of the first skill. The player clicks the first skill button to control the current virtual character to release the enhanced first skill, that is, when the virtual missile is in the activated state, in response to the control operation of the target virtual object (missile);

[0202] S1804, determine how many secondary virtual missiles remain on the field;

[0203] If there is only one remaining virtual missile, execute S1806-1, then execute S1806-2 to control virtual missile No. 4; if there are two remaining virtual missiles, execute S1808-1, then execute S1808-2 to control virtual missile No. 3; if there are three remaining virtual missiles, execute S1810-1, then execute S1810-2 to control virtual missile No. 2; if there are four remaining virtual missiles, execute S1812-1, then execute S1812-2 to control virtual missile No. 1;

[0204] Specifically, if there are four virtual missiles remaining on the field, namely "Virtual Missile No. 1", "Virtual Missile No. 2", "Virtual Missile No. 3" and "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 1" is controlled to attack the enemy; if there are three virtual missiles remaining on the field, namely "Virtual Missile No. 2", "Virtual Missile No. 3" and "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 2" is controlled to attack the enemy; if there are two virtual missiles remaining on the field, namely "Virtual Missile No. 3" and "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 3" is controlled to attack the enemy; if there is only one virtual missile remaining on the field, namely "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 4" is controlled to attack the enemy;

[0205] Further, S1814 is executed to determine whether the enemy is hit; if the enemy is not hit, the operation is terminated;

[0206] If the enemy is hit, execute S1816 to cause the corresponding damage and knock the enemy away; continue to execute S1818 to determine whether it is a second-level virtual missile that knocks the enemy away; if it is a second-level virtual missile, execute S1820, the first skill returns to normal state, resets the number of hits, and ends the operation;

[0207] Specifically, a determination is made as to whether the enemy is hit. If the enemy is hit, the enemy is knocked away, and the "No. 1 virtual missile" causes the least damage. The "No. 2 virtual missile" adds a No. 3 virtual missile. The "No. 3 virtual missile" adds another virtual missile based on the previous virtual missile. The "No. 4 virtual missile" causes the most damage. After the "No. 4 virtual missile" hits the enemy, the first skill returns to its normal state and resets the number of hits for all skills. Thus, the skill release logic loop ends.

[0208] That is, in the above embodiment, if Figure 3 As shown, the player controls the current virtual character to release the first skill. The current virtual character will throw a ball of ink forward. The ink ball can fly 7 meters (the maximum distance). When the ink ball reaches the maximum distance and still fails to hit the enemy, it disappears.

[0209] Then, if Figure 4As shown, when the ink mass hits an enemy, a secondary virtual missile (virtual object 401) will appear at the position where the enemy is hit. If this secondary virtual missile is the first secondary virtual missile to appear on the field, as Figure 5 shown, the first secondary virtual missile is the "First Virtual Object 505" (Missile No. 1), and at the same time, the enemy will be knocked away;

[0210] Subsequently, as Figure 5 shown, every time the current virtual character's first skill hits an enemy, a secondary virtual missile will be displayed at the hit position, and the second secondary virtual missile displayed on the field is the "Second Virtual Object 506" (Missile No. 2), the third secondary virtual missile is the "Third Virtual Object 507" (Missile No. 3), and the fourth secondary virtual missile is the "Fourth Virtual Object 508" (Missile No. 4). In this embodiment, the virtual object is a virtual missile;

[0211] When 4 virtual missiles of "Missile No. 1 - Missile No. 2 - Missile No. 3 - Missile No. 4" are accumulated on the field, the first skill will become an enhanced first skill; when releasing the enhanced first skill, the current virtual character will control the secondary virtual missiles on the field to be launched forward. The rule for launching the second virtual missile is: every time the skill is released, the player will control the flight path direction of a secondary virtual missile through the direction keys, and 1 secondary virtual missile will be launched each time the skill is released. And as Figure 6 shown, in the order of "Missile No. 1 - Missile No. 2 - Missile No. 3 - Missile No. 4" (i.e., Figure 6 "First Virtual Object 605 - Second Virtual Object 606 - Third Virtual Object 607 - Fourth Virtual Object 608" in). After releasing the enhanced first skill 4 times, all the secondary virtual missiles on the field will be launched, and the enhanced first skill will return to the state of the first skill;

[0212] Specifically, as Figure 6 shown, move the direction key upward to control the secondary virtual missile to fly upward, and then control the secondary virtual missile to hit the enemy (as Figure 7 shown), or after the control duration exceeds a certain time, the secondary virtual missile will disappear;

[0213] When the enhanced first skill is released for the first time, as Figure 6 shown, Figure 6 there are the First Virtual Object 605, the Second Virtual Object 606, the Third Virtual Object 607, and the Fourth Virtual Object 608 in. The current virtual character 603 responds to the player's control operation to control the movement control 601 and the skill control 602 to attack the target virtual character 604, and among them, the First Virtual Object 605 (Missile No. 1) hits the enemy;

[0214] Next, in response to the user triggering the skill control 602 for the second time, the current virtual character 603 is further controlled to release the enhanced first skill for the second time, and then the interface switches to display as Figure 19 shown. In the figure, there are a first virtual object 1905, a second virtual object 1906, a third virtual object 1907, and a fourth virtual object 1908. The current virtual character 1903 controls the movement control 1901 and the skill control 1902 in response to the player's control operation to attack the target virtual character 1904, controlling the next secondary virtual missile "the second virtual object 1906" to hit the enemy. The virtual objects that have not been released in the figure are represented by solid lines, and the released virtual objects are represented by dashed lines. Or after the control duration exceeds a certain time, the secondary virtual missile will disappear;

[0215] Next, in response to the user triggering the skill control 1902 for the third time, the current virtual character 1903 is further controlled to release the enhanced first skill for the third time, and then the interface switches to display as Figure 20 shown, controlling the next secondary virtual missile "the third virtual object 2007" to hit the enemy. Or after the control duration exceeds a certain time, the secondary virtual missile will disappear, Figure 20 in which there are a first virtual object 2005, a second virtual object 2006, a third virtual object 2007, a fourth virtual object 2008, and the current virtual character 2003 controls the movement control 2001 and the skill control 2002 in response to the player's control operation to attack the target virtual character 2004;

[0216] Next, in response to the user triggering the skill control 2002 for the fourth time, the current virtual character 2003 is further controlled to release the enhanced first skill for the fourth time, and then the interface switches to display as Figure 21 shown, controlling the next secondary virtual missile "the fourth virtual object 2108" to hit the enemy. The virtual objects that have not been released in the figure are represented by solid lines, and the released virtual objects are represented by dashed lines. Or after the control duration exceeds a certain time, the secondary virtual missile will disappear, Figure 21 in which there are a first virtual object 2105, a second virtual object 2106, a third virtual object 2107, a fourth virtual object 2108, and the current virtual character 2103 controls the movement control 2101 and the skill control 2102 in response to the player's control operation to attack the target virtual character 2104. In addition, the damage caused by each secondary virtual missile hitting the enemy will gradually increase. Specifically, the damage value after the secondary virtual missile hits the enemy is: the 4th virtual missile > the 3rd virtual missile > the 2nd virtual missile > the 1st virtual missile.

[0217] As another alternative implementation, the ink blob missile in the above example can also be a calligraphy character missile. Specifically, as Figure 3The player controls the current virtual character to release a first skill. The current virtual character will throw an ink ball forward. The ink ball can fly a distance of 7M. If the ink ball does not hit an enemy after reaching the maximum distance, it will disappear;

[0218] Then, as Figure 11 shown, when the ink ball hits an enemy, a virtual Chinese calligraphy character will appear at the position where the enemy is hit. If this virtual Chinese calligraphy character is the first virtual Chinese calligraphy character (virtual object 1101) to appear on the field, then this virtual object is the virtual Chinese calligraphy character "Jing", and at the same time the enemy will be knocked into the air;

[0219] Subsequently, every time the current virtual character's first skill hits an enemy, a virtual object will be displayed at the hit position, and the second virtual Chinese calligraphy character displayed on the field is "Hong", the third virtual Chinese calligraphy character is "Zhi", and the fourth virtual Chinese calligraphy character is "Bi", as Figure 22 shown, there are a first virtual object 2205, a second virtual object 2206, a third virtual object 2207, and a fourth virtual object 2208. The current virtual character 2203 controls the movement control 2201 and the skill control 2202 to attack the target virtual character 2204 in response to the player's control operation. The fourth virtual object 2208 (the virtual Chinese calligraphy character "Bi" hits the target virtual character 2204);

[0220] When the four characters "Jing - Hong - Zhi - Bi" are accumulated on the field, the first skill will become an enhanced first skill;

[0221] When releasing the enhanced first skill, the current virtual character will control the virtual Chinese calligraphy characters on the field to be launched forward. The rule for launching virtual Chinese calligraphy characters is: every time the skill is released, the player will use the direction keys to control the flight path direction of a virtual Chinese calligraphy character (the specific control method is as Figure 13 shown). Each time the skill is released, 1 virtual Chinese calligraphy character is launched, and they are launched in the order of "Jing - Hong - Zhi - Bi", as Figure 13 shown, there are a first virtual object 1305, a second virtual object 1306, a third virtual object 1307, and a fourth virtual object 1308. The current virtual character 1303 controls the movement control 1301 and the skill control 1302 to attack the target virtual character 1304 in response to the player's control operation. After releasing the enhanced first skill 4 times, all the virtual Chinese calligraphy characters on the field will be launched, and the enhanced first skill will return to the state of the first skill;

[0222] Specifically, as Figure 13 shown, move the direction key upward to control the virtual Chinese calligraphy character to fly upward, and then as Figure 14 shown, move the direction key to the right again during the flight of the virtual Chinese calligraphy character to control the virtual Chinese calligraphy character to fly to the right. Finally, as Figure 23 shown, control the movement control 2301 in real time to control the virtual Chinese calligraphy character to hit the enemy.Figure 14 There are a first virtual object 1405, a second virtual object 1406, a third virtual object 1407, a fourth virtual object 1408, and a current virtual character 1403. In response to the player's control operation, the movement control 1401 and the skill control 1402 are controlled to attack the target virtual character 1404;

[0223] Figure 23 There are a first virtual object 2305, a second virtual object 2306, a third virtual object 2307, a fourth virtual object 2308, and a current virtual character 2303. In response to the player's control operation, the movement control 2301 and the skill control 2302 are controlled to attack the target virtual character 2304, or after the control duration exceeds a certain time, the virtual calligraphy will disappear. When the enhanced first skill is released for the first time, as Figure 23 shown, Figure 23 There are virtual calligraphy characters "Jing", "Hong", "Zhi", "Bi". Among them, the virtual calligraphy character "Jing" (the first virtual object 2305) hits the enemy, and the current virtual character 2303 controls the movement control 2301 and the skill control 2302 to hit the target virtual character 2304 in response to the player's control operation;

[0224] Then, in response to the user's second trigger of the skill control 2302, the current virtual character 2303 is further controlled to release the enhanced first skill for the second time, and then the interface switches to display as Figure 24 shown (when the enhanced first skill is released for the second time, the next second virtual object 2406, that is, the virtual calligraphy character "Hong", is controlled to hit the enemy. The virtual objects that have not been released in the figure are represented in the form of calligraphy characters, and the released virtual calligraphy characters are shown as surrounded by dotted lines, or after the control duration exceeds a certain time, the virtual calligraphy will disappear), Figure 24 There are a first virtual object 2405, a second virtual object 2406, a third virtual object 2407, a fourth virtual object 2408, and a current virtual character 2403. In response to the player's control operation, the movement control 2401 and the skill control 2402 are controlled to attack the target virtual character 2404;

[0225] Then, in response to the user's third trigger of the skill control 2402, the current virtual character 2403 is further controlled to release the enhanced first skill for the third time, and then the interface switches to display as Figure 25 shown (when the enhanced first skill is released for the third time, the next third virtual object 2507, that is, the virtual calligraphy character "Zhi", is further controlled to hit the enemy, or after the control duration exceeds a certain time, the virtual calligraphy will disappear), Figure 25There are a first virtual object 2505, a second virtual object 2506, a third virtual object 2507, a fourth virtual object 2508, and a current virtual character 2503. In response to the player's control operation, the movement control 2501 and the skill control 2502 are controlled to attack the target virtual character 2504;

[0226] Next, in response to the user's fourth trigger of the skill control 2502, the current virtual character 2503 is further controlled to release the enhanced first skill for the fourth time, and then the interface switches to display as Figure 26 shown (when releasing the enhanced first skill for the fourth time, then controlling the next fourth virtual object 2608, i.e., the virtual Chinese calligraphy character "Bi", to hit the enemy. The virtual objects that have not been released are represented in the form of Chinese calligraphy characters, and the released virtual Chinese calligraphy characters are shown as surrounded by dotted lines. Or after the control duration exceeds a certain time, the virtual Chinese calligraphy characters will disappear), Figure 26 There are a first virtual object 2605, a second virtual object 2606, a third virtual object 2607, a fourth virtual object 2608. The current virtual character 2603 controls the movement control 2601 and the skill control 2602 to attack the target virtual character 2604 in response to the player's control operation. The damage caused by each virtual Chinese calligraphy character hitting the enemy will gradually increase. The specific damage value after the virtual Chinese calligraphy character hits the enemy is: Bi > Zhi > Hong > Jing.

[0227] In another alternative embodiment, in the above virtual scenario, when there is a target virtual character (enemy hero) in a different character camp from the current virtual character and a reference virtual character (friendly hero) in the same character camp as the current virtual character, the current virtual character battles with enemy A (the target virtual character). The current virtual character releases skill X, and enemy A releases skill Y. When the skill trajectories of skill X and skill Y cross, a virtual object (such as a virtual balloon) is displayed at the crossing point. The target condition can be that when the number of displayed virtual balloons reaches 3, then the three virtual balloons will sequentially become three virtual bombs. Select the skill control to activate the virtual bombs to attack the target virtual character. Each virtual bomb attacks the nearest reference virtual character or enemy A (explodes). The damage value of the first virtual bomb generated is greater than the damage value of the second virtual bomb, which is greater than the damage value of the third virtual bomb. This is only an example here and is not specifically limited.

[0228] Through the above implementation manners of the present application, after the virtual object finishes releasing in the ordinary first skill and meets the release conditions of the enhanced skill, the enhanced first skill is triggered to release the virtual object to perform an interaction operation with other virtual characters, and different virtual objects in different orders in the enhanced first skill correspond to different damage values, thereby controlling the virtual object to cause different impacts on other virtual characters, realizing a new control method for virtual objects, and solving the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.

[0229] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that the present invention is not limited by the described action sequence, because according to the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to the present invention.

[0230] According to another aspect of the embodiments of the present invention, there is also provided a control device for a virtual object for implementing the above control method of the virtual object. As Figure 27 shown, the device includes:

[0231] A first display unit 2702, configured to display a target virtual character interacting with the current virtual character in a virtual scene;

[0232] A second display unit 2704, configured to display at least one virtual object at a target position associated with the interaction operation in the virtual scene when the interaction operation triggered by the current virtual character meets a target condition;

[0233] A control unit 2706, configured to control the target virtual object to move according to a movement trajectory indicated by the control operation in response to a control operation on the target virtual object when the target virtual object in at least one of the virtual objects is in an active state;

[0234] A determination unit 2708, configured to determine that the role state of the target virtual character is affected in response to the target virtual object hitting the target virtual character.

[0235] As an alternative solution, the control device for the virtual object further includes: a first determination unit configured to determine that the interaction operation triggered by the current virtual character meets the target condition when the interaction operation triggered by the current virtual character hits the first virtual character, and display at least one of the virtual objects at the character position where the first virtual character is located, where the target position includes the character position where the first virtual character is located; configured to determine that the interaction operation triggered by the current virtual character meets the target condition when the current virtual character performs a defense operation on the interaction operation triggered by the second virtual character, and display at least one of the virtual objects at the character position where the current virtual character is located, where the target position includes the character position where the current virtual character is located; configured to determine that the interaction operation triggered by the current virtual character meets the target condition when a first operation trajectory of the interaction operation triggered by the current virtual character intersects a second operation trajectory of the interaction operation triggered by the third virtual character, and display at least one of the virtual objects at a position corresponding to the intersection point of the first operation trajectory and the second operation trajectory, where the target position includes the position corresponding to the intersection point of the trajectories;

[0236] As an alternative solution, the first determination unit is further configured to: when the interaction operation is a target skill operation, determine the object type of the virtual object according to the skill trajectory display style corresponding to the target skill operation; display the virtual object of the object type at the target position; when the interaction operation is an attack operation, determine the object type of the virtual object according to the character display style of the current virtual character; display the virtual object of the object type at the target position;

[0237] As an alternative solution, the first determination unit is further configured to: when the interaction operation is a target skill operation, in response to a trigger operation on the target skill operation, obtain the skill trajectory direction of the target skill operation; use the first character position of the current virtual character as the starting position, and dynamically display the skill trajectory of the target skill operation in accordance with the skill trajectory direction; determine that the interaction operation triggered by the current virtual character hits the first virtual character when the trajectory length of the displayed skill trajectory is less than or equal to the target distance and the displayed skill trajectory reaches the second character position of the first virtual character; cancel the display of the skill trajectory in accordance with the target dynamic style when the trajectory length of the displayed skill trajectory is equal to the target distance and the displayed skill trajectory does not reach the second character position of the first virtual character;

[0238] As an alternative solution, the above first determination unit further includes: a first determination module, configured to determine that a beneficial effect is imposed on the first virtual character when the first virtual character is a virtual character in the same character camp as the current virtual character; and configured to determine that a negative effect is imposed on the first virtual character when the first virtual character is a virtual character in a different character camp from the current virtual character.

[0239] As an alternative solution, the above first determination unit further includes: a first adjustment unit, configured to adjust the active state parameter of the first virtual character from a first value to a second value. Wherein, when the active state parameter of the first virtual character is greater than or equal to 0, it is determined that the first virtual character is in an active state in the virtual scene, and the second value is less than the first value; adjust the movement state parameter of the first virtual character from a third value to a fourth value, where the movement state parameter is used to indicate the movement speed of the first virtual character in the virtual scene, and the fourth value is less than the third value; update the knock - back parameter for the first virtual character according to the interaction operation. Wherein, when the knock - back parameter of the first virtual character meets the target value condition, display the first virtual character flying in the virtual scene according to the target flight trajectory.

[0240] As an alternative solution, the above first display unit 2702 further includes: a second adjustment unit, configured to, when the number of virtual objects is greater than or equal to a first number, in response to a trigger operation on a target skill control, configure the target virtual object determined from at least one of the virtual objects to the activated state, where the target skill control is used to trigger the interaction operation of the current virtual character and configure the activated state of the target virtual object; when the number of virtual objects is greater than or equal to the first number, in response to a selection operation on the target virtual object, determine to configure the target virtual object to the activated state.

[0241] As an alternative solution, the above second adjustment unit further includes: a first adjustment module, configured to, in response to a control operation on the target skill control in a first control state, determine that the current virtual character triggers the interaction operation, where the target skill control in the first control state is used to trigger the interaction operation of the current virtual character; when the number of virtual objects is greater than or equal to the first number, switch the target skill control from the first control state to a second control state, where the target skill control in the second control state is used to configure the activated state of the target virtual object.

[0242] As an alternative, the above-mentioned second adjustment unit further includes: a switching module, configured to switch the target skill control from the second control state to the first control state when the number of virtual objects displayed in the virtual scene is less than or equal to a second number;

[0243] As an alternative, the above-mentioned control unit 2706 further includes: a first control unit, configured to, in response to a triggering operation on a direction control, determine that a control operation on the target virtual object is received; obtain a target control direction determined according to the direction control, and control the target virtual object to move according to the target control direction; when the target control direction determined by the direction control is updated, control the target virtual object to move according to the updated target control direction;

[0244] As an alternative, the above-mentioned control unit 2706 further includes: a second control unit, configured to display the target virtual object on the virtual ground in the virtual scene in a first display style; in response to a triggering operation on the direction control, display the target virtual object in a second display style, where the second display style is used to indicate that the target virtual object is in the activated state; control the target virtual object displayed in the second display style to fly according to the target control direction;

[0245] As an alternative, the above-mentioned first display unit 2702 further includes: a first display module, configured to obtain the display order of at least one of the virtual objects; determine the first displayed virtual object among the at least one virtual object as the target virtual object according to the display order; configure the target virtual object as the activated state;

[0246] As an alternative, the above-mentioned control unit 2706 further includes: a third control unit, configured to, when the number of remaining virtual objects in the virtual scene is greater than or equal to 1, sequentially determine the remaining virtual objects as the target virtual objects according to the display order; in response to a control operation on the target virtual object, control the target virtual object to move according to a movement trajectory indicated by the control operation; in response to the target virtual object hitting the target virtual character, determine that the character state of the target virtual character is affected;

[0247] As an alternative solution, the above first unit further includes: a second display module, configured to display status change information when the control duration of the control operation on the target virtual object is less than a target duration and the target virtual object hits the target virtual character, where the status change information is used to indicate that the character status of the virtual character is affected; and cancel the display of the target virtual object when the control duration of the control operation on the target virtual object is greater than or equal to the target duration and the target virtual object has not hit the target virtual character.

[0248] As an alternative solution, the above first unit further includes: a third display module, configured to obtain a damage value corresponding to the target virtual object when the character status includes a character active status indicated by an active status parameter; and adjust the active status parameter of the target virtual character from a fifth value to a sixth value according to the damage value, where the sixth value is less than the fifth value.

[0249] As an alternative solution, the above first unit further includes: a fourth display module, configured to respectively determine damage values corresponding to the target virtual objects according to the object order matched by the target virtual objects when at least one of the virtual objects is sequentially determined as the target virtual object, where a first damage value corresponding to the target virtual object with a prior object order is less than or equal to a second damage value corresponding to the target virtual object with a subsequent object order.

[0250] Optionally, in this embodiment, for the embodiments to be implemented by the above respective unit modules, reference may be made to the above respective method embodiments, which will not be elaborated herein.

[0251] According to another aspect of the embodiments of the present invention, there is also provided an electronic device for implementing the above virtual object control method, and the electronic device may be Figure 28 the terminal device or server as shown. This embodiment takes the electronic device as the terminal device as an example for illustration. As Figure 28 shown, the electronic device includes a memory 2802 and a processor 2804. A computer program is stored in the memory 2802, and the processor 2804 is configured to execute the steps in any of the above method embodiments through the computer program.

[0252] Optionally, in this embodiment, the above electronic device may be at least one network device among multiple network devices in a computer network.

[0253] Optionally, in this embodiment, the above processor may be configured to execute the following steps through the computer program:

[0254] S1. Display a target virtual character that interacts with the current virtual character in the virtual scene;

[0255] S2. When the interaction operation triggered by the current virtual character meets the target condition, display at least one virtual object at the target position associated with the interaction operation in the virtual scene;

[0256] S3. When the target virtual object among at least one virtual object is in an active state, in response to a control operation on the target virtual object, control the target virtual object to move according to the movement trajectory indicated by the control operation;

[0257] S4. In response to the target virtual object hitting the target virtual character, determine that it has an impact on the character state of the target virtual character.

[0258] Optionally, those of ordinary skill in the art can understand that Figure 28 The structure shown is only schematic. The electronic device can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and terminal devices such as Mobile Internet Devices (MID), PAD, etc. Figure 28 It does not limit the structure of the above-mentioned electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown Figure 28 in the figure, or have a different configuration from that shown Figure 28 in the figure.

[0259] Among them, the memory 2802 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual object in the embodiment of the present invention. The processor 2804 executes various functional applications and data processing by running the software programs and modules stored in the memory 2802, that is, implements the above-mentioned control method of the virtual object. The memory 2802 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some instances, the memory 2802 may further include a memory remotely set relative to the processor 2804, and these remote memories can be connected to the terminal through a network. Examples of the above network include but are not limited to the Internet, an enterprise internal network, a local area network, a mobile communication network, and combinations thereof. Among them, the memory 2802 can specifically but not limitedly be used to store information such as each element in the scene picture and the control information of the virtual object. As an example, Figure 28As shown, the memory 2802 described above may but is not limited to include the first display unit 2702, the second display unit 2704, the control unit 2706, and the determination unit 2708 in the control device of the virtual object described above. In addition, it may also include but is not limited to other module units in the control device of the virtual object, which will not be elaborated in this example.

[0260] Optionally, the above-mentioned transmission device 2806 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 2806 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 2806 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0261] In addition, the above-mentioned electronic device further includes: a display 2808, which is used to display a virtual scene in the interface; and a connection bus 2810, which is used to connect each module component in the above-mentioned electronic device.

[0262] In other embodiments, the above-mentioned terminal device or server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes in a form of network communication. Among them, the nodes may form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing device, such as an electronic device such as a server or a terminal, can become a node in the blockchain system by joining the peer-to-peer network.

[0263] According to one aspect of the present application, there is provided a computer program product, which includes computer programs / instructions, and the computer programs / instructions include program codes for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part, and / or installed from a removable medium. When the computer program is executed by a central processing unit, various functions provided by the embodiments of the present application are executed.

[0264] The serial numbers of the above-mentioned embodiments of the present invention are only for description and do not represent the advantages and disadvantages of the embodiments.

[0265] According to one aspect of the present application, there is provided a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned control method of the virtual object.

[0266] Optionally, in this embodiment, the above computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0267] S1, display a target virtual character that interacts with the current virtual character in the virtual scene;

[0268] S2, when the interaction operation triggered by the current virtual character meets the target condition, display at least one virtual object at the target position associated with the interaction operation in the virtual scene;

[0269] S3, when the target virtual object among at least one virtual object is in an active state, in response to a control operation on the target virtual object, control the target virtual object to move according to the movement trajectory indicated by the control operation;

[0270] S4, in response to the target virtual object hitting the target virtual character, determine that it has an impact on the character state of the target virtual character.

[0271] Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the above various methods of the embodiment can be completed by a program instructing the relevant hardware of the terminal device. This program can be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disc, etc.

[0272] If the integrated unit in the above embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in the storage medium and includes several instructions for causing one or more computer devices (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the above methods of each embodiment of the present invention.

[0273] In the above embodiments of the present invention, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0274] In several embodiments provided by the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the above division of units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection between each other can be through some interfaces. The indirect coupling or communication connection of units or modules can be in an electrical or other form.

[0275] The units described above as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0276] In addition, each functional unit in various embodiments of the present invention can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of software functional units.

[0277] The above is only the preferred embodiment of the present invention. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present invention, several improvements and modifications can be made, and these improvements and modifications should also be regarded as the protection scope of the present invention.

Claims

1. A control method for a virtual object, characterized in that Includes: Display a target virtual character interacting with the current virtual character in a virtual scene; When the interaction operation triggered by the current virtual character meets the target condition, display at least one virtual object at the target position associated with the interaction operation in the virtual scene; When the target virtual object among at least one of the virtual objects is in an active state, in response to a control operation on the target virtual object, control the target virtual object to move according to the movement trajectory indicated by the control operation; In response to the target virtual object hitting the target virtual character, determine that it has an impact on the character state of the target virtual character.

2. The method according to claim 1, wherein The step of displaying at least one virtual object at the target position associated with the interaction operation in the virtual scene when the interaction operation triggered by the current virtual character meets the target condition includes at least one of the following: When the interaction operation triggered by the current virtual character hits a first virtual character, determine that the interaction operation triggered by the current virtual character meets the target condition, and display at least one of the virtual objects at the character position where the first virtual character is located, where the target position includes the character position where the first virtual character is located; When the interaction operation triggered by the current virtual character on a second virtual character performs a defensive operation, determine that the interaction operation triggered by the current virtual character meets the target condition, and display at least one of the virtual objects at the character position where the current virtual character is located, where the target position includes the character position where the current virtual character is located; When the first operation trajectory of the interaction operation triggered by the current virtual character intersects the second operation trajectory of the interaction operation triggered by a third virtual character, determine that the interaction operation triggered by the current virtual character meets the target condition, and display at least one of the virtual objects at the position corresponding to the trajectory intersection point of the first operation trajectory and the second operation trajectory, where the target position includes the position corresponding to the trajectory intersection point.

3. The method according to claim 2, wherein The step of displaying at least one virtual object at the target position associated with the interaction operation in the virtual scene includes at least one of the following: When the interaction operation is a target skill operation, determine the object type of the virtual object according to the skill trajectory display style corresponding to the target skill operation; display the virtual object of the object type at the target position; When the interaction operation is an attack operation, determine the object type of the virtual object according to the character display style of the current virtual character; display the virtual object of the object type at the target position.

4. The method according to claim 2, wherein Before determining that the interaction operation triggered by the current virtual character meets the target condition and displaying at least one of the virtual objects at the character position where the first virtual character is located when the interaction operation triggered by the current virtual character hits the first virtual character, further includes: When the interactive operation is a target skill operation, in response to a trigger operation for the target skill operation, obtain the skill trajectory direction of the target skill operation; Using the first character position of the current virtual character as the starting position, dynamically display the skill trajectory of the target skill operation according to the skill trajectory direction; When the trajectory length of the displayed skill trajectory is less than or equal to the target distance and the displayed skill trajectory reaches the second character position of the first virtual character, determine that the interactive operation triggered by the current virtual character hits the first virtual character; When the trajectory length of the displayed skill trajectory is equal to the target distance and the displayed skill trajectory does not reach the second character position of the first virtual character, cancel the display of the skill trajectory according to the target dynamic style.

5. The method according to claim 2, wherein When it is determined that the interactive operation triggered by the current virtual character hits the first virtual character and the interactive operation triggered by the current virtual character meets the target condition, and at least one of the virtual objects is displayed at the character position where the first virtual character is located, it further includes: When the first virtual character is a virtual character in the same character camp as the current virtual character, determine that a buff effect is imposed on the first virtual character; When the first virtual character is a virtual character in a different character camp from the current virtual character, determine that a negative effect is imposed on the first virtual character.

6. The method according to claim 2, wherein When the first virtual character is a virtual character in a different character camp from the current virtual character, determining that a negative effect is imposed on the first virtual character includes at least one of the following: Adjust the active state parameter of the first virtual character from a first value to a second value, where when the active state parameter of the first virtual character is greater than or equal to 0, it is determined that the first virtual character is in an active state in the virtual scene, and the second value is less than the first value; Adjust the movement state parameter of the first virtual character from a third value to a fourth value, where the movement state parameter is used to indicate the movement speed of the first virtual character in the virtual scene, and the fourth value is less than the third value; Update the knock-up parameter for the first virtual character according to the interactive operation, and when the knock-up parameter of the first virtual character meets the target numerical condition, display the first virtual character flying in the virtual scene according to the target flight trajectory.

7. The method according to claim 1, characterized in that Before controlling the target virtual object to move according to the movement trajectory indicated by the control operation in response to a control operation for the target virtual object when the target virtual object among at least one of the virtual objects is in an active state, it further includes at least one of the following: When the number of virtual objects is greater than or equal to the first number, in response to a trigger operation on the target skill control, the target virtual object determined from at least one of the virtual objects is configured to the active state, where the target skill control is used to trigger the interaction operation of the current virtual character and configure the active state of the target virtual object; When the number of virtual objects is greater than or equal to the first number, in response to a selection operation on the target virtual object, it is determined that the target virtual object is configured to the active state.

8. The method according to claim 7, wherein Before the target virtual object determined from at least one of the virtual objects is configured to the active state in response to a trigger operation on the target skill control, it includes: In response to a control operation on the target skill control in the first control state, it is determined that the current virtual character triggers the interaction operation, where the target skill control in the first control state is used to trigger the interaction operation of the current virtual character; When the number of virtual objects is greater than or equal to the first number, the target skill control is switched from the first control state to the second control state, where the target skill control in the second control state is used to configure the active state of the target virtual object.

9. The method according to claim 8, characterized in that After it is determined that the target virtual object hitting the target virtual character affects the character state of the target virtual character in response thereto, it further includes: When the number of virtual objects displayed in the virtual scene is less than or equal to the second number, the target skill control is switched from the second control state to the first control state.

10. The method according to claim 7, wherein The controlling the target virtual object to move along the movement trajectory indicated by the control operation in response to a control operation on the target virtual object includes: In response to a trigger operation on the direction control, it is determined that a control operation on the target virtual object is received; Obtain a target control direction determined according to the direction control, and control the target virtual object to move according to the target control direction; When the target control direction determined by the direction control is updated, control the target virtual object to move according to the updated target control direction.

11. The method according to claim 10, wherein The controlling the target virtual object to move along the movement trajectory indicated by the control operation in response to a control operation on the target virtual object includes: Display the target virtual object on the virtual ground in the virtual scene according to the first display style; In response to a trigger operation on the direction control, display the target virtual object according to the second display style, where the second display style is used to indicate that the target virtual object is in the active state; According to the target control direction, control the target virtual object displayed in the second display style to fly.

12. The method according to claim 7, characterized in that The configuring the target virtual object determined from at least one of the virtual objects to the active state includes: Obtain the display order of at least one of the virtual objects; Determine the first displayed virtual object among at least one of the virtual objects as the target virtual object according to the display order; Configure the target virtual object to the active state.

13. The method according to claim 12, wherein After determining that the target virtual object hits the target virtual character and determining that the role state of the target virtual character is affected, it further includes: When the number of remaining virtual objects in the virtual scene is greater than or equal to 1, determine the remaining virtual objects as the target virtual objects in sequence according to the display order; In response to a control operation on the target virtual object, display the target virtual object moving along the movement trajectory indicated by the control operation; In response to the target virtual object hitting the target virtual character, determine that the role state of the target virtual character is affected.

14. The method according to claim 11, wherein After configuring the target virtual object determined from at least one of the virtual objects to the active state, it further includes: When the control duration of the control operation on the target virtual object is less than the target duration and the target virtual object hits the target virtual character, display status change information, where the status change information is used to indicate that the role state of the virtual character is affected; When the control duration of the control operation on the target virtual object is greater than or equal to the target duration and the target virtual object has not hit the target virtual character, cancel the display of the target virtual object.

15. The method according to claim 1, characterized in that, The determining that the target virtual object hits the target virtual character and determining that the role state of the target virtual character is affected includes: When the role state includes a role active state indicated by an active state parameter, obtain the damage value corresponding to the target virtual object; Adjust the active state parameter of the target virtual character from a fifth value to a sixth value according to the damage value, where the sixth value is less than the fifth value.

16. The method according to claim 15, characterized in that, The obtaining the damage value corresponding to the target virtual object when the role state includes a role active state indicated by an active state parameter includes: When at least one of the virtual objects is sequentially determined as the target virtual object, determine the damage value corresponding to each target virtual object according to the object order matched by each target virtual object, where the first damage value corresponding to the target virtual object with a prior object order is less than or equal to the second damage value corresponding to the target virtual object with a subsequent object order.

17. A control device for a virtual object, characterized in that, It includes: A first display unit for displaying a target virtual character interacting with the current virtual character in a virtual scene; A second display unit for, when the interaction operation triggered by the current virtual character meets the target condition, displaying at least one virtual object at a target position associated with the interaction operation in the virtual scene; A control unit, configured to, when a target virtual object among at least one of the virtual objects is in an active state, in response to a control operation on the target virtual object, control the target virtual object to move according to a movement trajectory indicated by the control operation; A determination unit, configured to determine that a role state of the target virtual character is affected in response to the target virtual object hitting the target virtual character.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, wherein the program, when running, executes the method described in any one of claims 1 to 16.

19. A computer program product, comprising a computer program / instructions, characterized in that, The computer program / instructions, when executed by a processor, implement the steps of the method described in any one of claims 1 to 16.

20. An electronic device, comprising a memory and a processor, characterized in that, A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 16 through the computer program.