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

By controlling virtual character attacks and entering a restricted state in character confrontation games, multiple characters can be carried and operated simultaneously, solving the problem of players dealing with multiple knocked-down characters and improving game experience and efficiency.

CN120459636APending Publication Date: 2025-08-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510472545.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-15
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

In character confrontation games, when players need to deal with multiple knocked out escape characters, the operation is complicated, which affects the game experience and fluency.

Method used

By controlling the virtual character attack, it enters a restricted state, and through simple operation controls, multiple knocked-down characters can be carried and moved simultaneously, combining the virtual device to eliminate characters.

Benefits of technology

It simplifies the interaction process between characters, improves the game interactive experience, expands the gameplay dimension, reduces the equipment resource usage, and improves the game operation efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a virtual object control method and device, electronic equipment and a storage medium. A first virtual character attacks a second virtual character to enable the second virtual character to enter a first target state; when the first virtual character carries the second virtual character to walk into a preset range of a second target second virtual character in the first target state, responding to a second triggering operation aiming at the first operation control; and controlling the first virtual character to carry at least one second target second virtual character to move on the basis of carrying the first target second virtual character. Through the method provided by the embodiment, a player can simultaneously carry and control a plurality of knocked-down roles through simple operation, the interaction process among the roles is simplified, and the game interaction experience is improved; and meanwhile, a multi-role simultaneous carrying mechanism is introduced, so that the original game playing method dimension is expanded, the strategy and interestingness are increased, and the richness of the game is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of games, and in particular to a method, device, electronic device, and storage medium for controlling a virtual object. Background Art

[0002] In role-playing games, players usually need to control virtual characters to complete various tasks, such as chasing or escaping from characters in the opposing camp, and using props and mechanisms in the game scene to gain advantages. In related technologies, the pursuer character can knock the escaper character down by attacking, causing it to fall to the ground. At this time, the escaper character will be restricted in movement and wait for teammates to rescue him. The pursuer can then transport the fallen escaper to a specific location for elimination. When multiple escapers are knocked down at the same time, the pursuer needs to go to the knocked-down location to carry each escaper separately, and cannot handle multiple targets at the same time, resulting in a cumbersome user operation process and a single game interaction method. At the same time, the need to repeat similar operation processes occupies device resources, affecting the game experience and smoothness. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method, device, electronic device and storage medium for controlling a virtual object, so as to realize an interactive mechanism for carrying multiple knocked-down characters at the same time and performing flexible operations.

[0004] In a first aspect, the present disclosure provides a method for controlling a virtual object, wherein a graphical user interface is provided through a terminal device, the graphical user interface including a game scene, the game scene including a first virtual character controlled by a player and at least one second virtual character, wherein the second virtual character and the first virtual character are in a different camp, the method comprising: in response to an attack instruction, controlling an attack on the first target second virtual character corresponding to the attack instruction to reduce the character attributes of the first target second virtual character; in response to the character attributes of the first target second virtual character being reduced to a target threshold, controlling the first target second virtual character to enter a first target state, wherein the first target second virtual character in the first target state is restricted from performing a target game behavior; in response to a first trigger operation on a first operation control of the graphical user interface, controlling the first virtual character to move with the first target second virtual character; when the first virtual character carries the first target second virtual character to within a preset range of other second target second virtual characters in the first target state, in response to a second trigger operation on the first operation control, controlling the first virtual character to move with at least one second target second virtual character simultaneously with the first target second virtual character.

[0005] In a second aspect, the present disclosure provides a first virtual character interaction device, the device comprising: an attack module, configured to respond to an attack instruction and control an attack on a first target second virtual character corresponding to the attack instruction to reduce the character attributes of the first target second virtual character; a control module, configured to respond to the character attributes of the first target second virtual character being reduced to a target threshold and control the first target second virtual character to enter a first target state, wherein the first target second virtual character in the first target state is restricted from performing target game behavior; a movement module, configured to respond to a first trigger operation of a first operation control of a graphical user interface and control the first virtual character to carry the first target second virtual character to move; when the first virtual character carries the first target second virtual character to a preset range of other second target second virtual characters in the first target state, the movement module is further configured to respond to a second trigger operation of the first operation control and control the first virtual character to carry at least one second target second virtual character to move while carrying the first target second virtual character.

[0006] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, the steps in any one of the above-mentioned methods for controlling a virtual object are executed.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, is implemented to perform the steps in any of the above-mentioned methods for controlling a virtual object.

[0008] The present disclosure provides a method, device, electronic device and storage medium for controlling virtual objects, which enable players to carry and control multiple knocked-down characters at the same time through simple operations, simplifying the interaction process between characters and improving the game interaction experience; at the same time, by introducing a mechanism for carrying multiple characters at the same time, the gameplay dimension is expanded, the strategy and fun are increased, and the richness of the game is improved; in addition, by optimizing the character control logic, the repeated calculation process of processing characters individually multiple times is reduced, the device resource usage is reduced, and the game operation efficiency is improved.

[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of a method for controlling a virtual object provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an interface for knocking down a second virtual object provided by an embodiment of the present disclosure; Figure 3 Another schematic diagram of an interface for knocking down a second virtual object provided by an embodiment of the present disclosure; Figure 4 A schematic diagram of an interface that carries multiple second virtual objects at the same time, provided by an embodiment of the present disclosure; Figure 5 A schematic diagram of another interface that simultaneously carries multiple second virtual objects provided by an embodiment of the present disclosure; Figure 6 A schematic diagram of an interface for placing a second virtual object into a virtual device according to an embodiment of the present disclosure; Figure 7 A schematic diagram of an interface for triggering a second operation control provided in an embodiment of the present disclosure; Figure 8a A schematic diagram of an interface after a second virtual object is thrown provided by an embodiment of the present disclosure; Figure 8b A schematic diagram of another interface after the second virtual object is thrown provided by an embodiment of the present disclosure; Figure 9 This is another schematic diagram of an interface after a second virtual object is thrown according to an embodiment of the present disclosure; Figure 10 A schematic diagram of an interface after a second virtual object is carried provided by an embodiment of the present disclosure; Figure 11 A schematic structural diagram of a virtual object control device provided by an embodiment of the present disclosure; Figure 12 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0015] The virtual object control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the virtual object control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual object are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] In this embodiment, a method for controlling a virtual object is provided. Figure 1 is a flowchart of a virtual object control method according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S110, in response to the attack instruction, controlling the attack on the first target second virtual character corresponding to the attack instruction to reduce the character attribute of the first target second virtual character; Step S120, in response to the character attribute of the first target second virtual character decreasing to a target threshold, controlling the first target second virtual character to enter a first target state, wherein the first target second virtual character in the first target state is restricted from executing a target game behavior; Step S130, in response to a first triggering operation on a first operating control of the graphical user interface, controlling the first virtual character to move with the first target second virtual character; Step S140, when the first virtual character carries the first target second virtual character to within a preset range of other second target second virtual characters in the first target state, in response to a second trigger operation on the first operation control, the first virtual character is controlled to move while carrying at least one second target second virtual character.

[0019] The method provided in this embodiment enables efficient control and interaction of multiple virtual objects in a virtual interactive environment. This technical solution simplifies the user operation process and improves interaction efficiency by allowing the first virtual character to first carry a second virtual character in a specific state, and to further carry multiple virtual characters when approaching other virtual characters in the same state. This mechanism of simultaneous multi-target control greatly reduces repetitive operations and enhances the user's interactive experience. At the same time, the solution increases the diversity and layering of interaction by expanding the interaction methods between virtual characters, significantly improving the game richness of the virtual environment. From the perspective of computer technology, the solution reduces system resource consumption and improves computing efficiency by optimizing the control logic and triggering mechanism of virtual objects, effectively solving the technical problems of multi-object interactive control in a virtual environment.

[0020] The above steps are described in detail below.

[0021] In step S110 , in response to the attack instruction, the control is to attack the first target second virtual character corresponding to the attack instruction, so as to reduce the character attribute of the first target second virtual character.

[0022] Specifically, a terminal device provides a graphical user interface (GUI) that includes a current game scene. The game scene includes a first virtual character controlled by the player and at least one second virtual character. Under normal circumstances, the second virtual character can move autonomously and perform various actions. However, when its attributes drop below a certain threshold, its behavioral capabilities are restricted, allowing it to be carried and controlled by the first virtual character.

[0023] The second virtual character is in a different camp from the first virtual character. The second virtual character is a virtual character controlled by another terminal device. Different camps can refer to character groups with competing relationships set up in the virtual system. For example, in a virtual environment, two camps can be set up: "Pursuers" and "Escapers." These camps have opposing goals: one attempts to capture the other, while the other attempts to escape. This opposing camp relationship creates a foundation for interaction.

[0024] In an optional implementation, different camps can be represented by virtual characters with different behavioral rules and ability restrictions. For example, virtual characters belonging to the first camp may have the ability to attack and carry other characters, while virtual characters belonging to the second camp may have the ability to escape and help each other. This differentiated design of abilities reinforces the distinctions between camps and the diversity of interactions. Different camps can be participants in the virtual environment with different victory conditions. For example, the victory condition for the first camp may be to capture a certain number of characters from the opposing camp, while the victory condition for the second camp may be to complete a specific task and successfully escape. This difference in goals drives the characters of different camps to adopt different action strategies and interaction methods.

[0025] The attack command is a signal issued by a user via an input device to instruct the first virtual character to attack the second virtual character. This attack command can be implemented through a click, a slide, a long press, and / or other operations. For example, a user can issue an attack command by clicking an attack button, causing the first virtual character to attack the target second virtual character.

[0026] The first target second virtual character is a specific second virtual character object pointed to by the attack instruction.

[0027] In an alternative embodiment, the first target and the second virtual character can be automatically determined by the system based on their positional relationship. For example, when the user issues an attack command, the system automatically selects the second virtual character closest to the first virtual character or furthest forward in the attack direction as the first target or second virtual character, simplifying the user's target selection process. Alternatively, the attack target can be determined based on the user's active selection.

[0028] In an optional embodiment, character attributes reflect the survival status of the virtual object. For example, character attributes may include key values such as health, shield, or endurance. These values change dynamically as the character moves and interacts in the virtual environment, directly affecting the character's ability to move and state transition conditions.

[0029] In one specific application, when a user controls a first virtual character (e.g., the "pursuer") as it moves through a virtual scene and approaches a second virtual character (e.g., the "survivor"), the user can issue an attack command by clicking an attack button. Upon recognizing this command, the system controls the first virtual character to launch an attack forward. If a second virtual character is within the attack range, that character becomes the first target, the second virtual character. Upon a successful attack, the health of the first target, the second virtual character, will decrease by a certain amount (a key character attribute). The character will exhibit visual effects of being hit and may be temporarily slowed down. The user interface will display the dynamic changes in the character's health.

[0030] In step S120, in response to the character attribute of the first target second virtual character decreasing to the target threshold, the first target second virtual character is controlled to enter the first target state, wherein the first target second virtual character in the first target state is restricted from executing the target game behavior.

[0031] The target threshold is the critical numerical point that triggers a change in the virtual character's state. In an alternative embodiment, the target threshold can be a preset fixed numerical standard. For example, the system can set 30% of the character's health points or a specific absolute value (such as 10 health points) as the target threshold. When the character's attributes fall below this threshold, the state change is triggered.

[0032] The first target state is a special restricted behavior mode that the avatar enters due to attribute changes. For example, a second avatar in the first target state may be unable to stand and move, use skills, or interact normally with the environment. It can only perform limited behaviors, such as waiting for rescue, attempting to escape from this state, or falling to the ground and crawling.

[0033] The target game behavior is the action capability that the virtual character can perform under normal conditions but is restricted under specific conditions.

[0034] In an alternative embodiment, the target game behavior can be the virtual character's basic movement and interaction capabilities. For example, in the normal state, the second virtual character can move freely, use skills, and interact with environmental elements. However, after entering the first target state, these basic behavioral capabilities will be restricted, and the character can only remain still, crawl slowly, or perform limited struggling movements, which intuitively demonstrates the impact of state changes on behavioral capabilities.

[0035] like Figure 2 As shown in the example, in one specific application, after a user controls a first virtual character (the pursuer) and successfully attacks a second virtual character (the escaper) multiple times, the escaper's health (a key character attribute) gradually decreases. When the health reaches a system-preset target threshold (e.g., completely depleted or down to a certain percentage), the system automatically triggers a state change, placing the escaper in the "downed state" (the first target state). In the downed state, the escaper's mobility is restricted, for example, they are unable to stand and move, use special abilities, or complete mission objectives. They can only remain down and attempt to call for help from teammates or perform limited self-rescue maneuvers.

[0036] In step S130 , in response to a first trigger operation on a first operating control of the graphical user interface, the first virtual character is controlled to move with the first target second virtual character.

[0037] The first operation control is an interactive element for triggering the first virtual character to perform a specific action. The first operation control can be implemented by clicking, sliding, long pressing and / or other operations. Figure 3 As shown, for example, the user can trigger the first virtual character to perform an action of carrying the second virtual character by clicking the first operation control.

[0038] In an alternative embodiment, the first action control can be a contextual button that controls display under specific conditions. For example, only when the first virtual character approaches the second virtual character in the first target state will the system display a "Carry" button in the interface, and the user can trigger the carrying action by clicking this button. This context-based control display mechanism maintains a simple interface while providing timely interactive options. In other embodiments, the first action control is permanently present in the graphical user interface regardless of whether the second virtual character is in the first target state. However, if the second virtual character is not in the first target state, triggering the control will have no actual effect.

[0039] The first trigger operation is an interactive action performed by the user on the first operation control to activate a specific function. In an optional embodiment, the first trigger operation can be a simple and direct click or tap action. For example, Figure 3 As shown, the user only needs to touch the "Carry" button displayed on the screen, and the system will recognize it as the first trigger operation and execute the corresponding function. This simple triggering method ensures quick response and ease of use of the interaction.

[0040] In an alternative embodiment, the first triggering operation can be a precise operation requiring specific timing or conditions. For example, the system may require the user to perform the triggering operation when the first virtual character is in a specific position or orientation, or to complete the operation within a specific time window. This requirement for operation timing increases the skill and challenge of the interaction.

[0041] Here, carrying refers to a controlled interactive behavior performed by the first virtual character on the second virtual character, so that the second virtual character moves with the first virtual character.

[0042] In an optional embodiment, carrying can be a behavioral action with specific visual performance and physical effects. Figure 4 As shown, when the first virtual character carries the second virtual character, the system will display the specific carrying postures of the first virtual character, such as putting the second virtual character on the shoulder, dragging it behind the back, or holding it in the arms, and show dynamic effects that conform to the laws of physics during the movement, enhancing visual realism and interactive immersion.

[0043] In an alternative embodiment, carrying can be a state change that affects the attributes and abilities of both characters. For example, in the carrying state, the movement speed of the first virtual character may be reduced, while the carried second virtual character is completely controlled by the first virtual character and cannot move independently. This mutual influence mechanism creates a balanced interactive relationship and strategic considerations.

[0044] In a specific application, refer to Figure 2 、 Figure 3 and Figure 4 When the second avatar (the survivor) falls to the ground due to health points reaching a threshold, and the first avatar (the pursuer) approaches the survivor, the system displays a "Carry" button as the first control. The user taps this button to trigger the first action, and the system immediately responds by controlling the first avatar to carry the survivor: the survivor bends down, lifts the fallen survivor, and carries the survivor on their shoulders. Once carried, the first avatar can continue to move within the virtual environment, though their speed is slightly reduced due to the weight. The carried survivor loses all autonomy and can only passively follow the first avatar.

[0045] In step S140, when the first virtual character carries the first target second virtual character to within a preset range of other second target second virtual characters in the first target state, in response to the second trigger operation on the first operation control, the first virtual character is controlled to move while carrying at least one second target second virtual character on the basis of carrying the first target second virtual character.

[0046] The second target second virtual character refers to other second virtual characters that are also in the first target state except the first target second virtual character.

[0047] In an optional embodiment, the second target second virtual character is a virtual object with a similar state to the first target second virtual character but is a different entity. They share the same state characteristics but may have different specific attributes or appearances. Figure 5 As shown, the second target second virtual character may be another virtual character that enters the first target state due to a decrease in attribute value. The second target second virtual character may enter the first target state due to an attack by the first virtual character, or due to other game events, such as being attacked by another character.

[0048] The preset range is a system-defined spatial area that triggers interaction. The preset range is a specific spatial area in the virtual environment. When relevant objects enter this area, a specific system reaction or interaction opportunity can be triggered.

[0049] In an optional embodiment, the second triggering operation is a further interaction with the same control via a click, swipe, long press, and / or other operation, triggering the extended functionality in a specific context. For example, a user can click the carry button again after already carrying an object to activate the multi-object carry function. In this embodiment, the second triggering operation is the same as the first triggering operation, that is, it represents a further interaction with the first operating control.

[0050] In an optional embodiment, the second triggering operation is a differentiated operation that differs from the first triggering operation, distinguishing different functional levels through different interaction methods. For example, the first triggering operation may be a single click of a button, while the second triggering operation is a long press of the same button, triggering different functional effects through different operation methods.

[0051] In a specific application of this embodiment, when the user character reduces the health of an opposing camp character to zero through continuous attacks, the character automatically enters a falling state. When the user character approaches the falling character, a "Carry" button appears on the interface. After the user clicks the button, the character performs the carrying action and can continue to move. Figure 5 As shown, when the user character carries the first fallen character and moves near another fallen character, the "Carry" button is displayed again. After the user clicks the button again, the character can carry two fallen characters at the same time to continue the action, which greatly improves the operation efficiency and realizes the rapid transfer of multiple targets.

[0052] In an optional embodiment, the maximum number of target second virtual characters that the first virtual character can simultaneously carry is determined based on attribute parameters of the first virtual character. Attribute parameters are numerical indicators used to characterize the capabilities of the virtual character. Attribute parameters may include various numerical or non-numerical indicators, such as character level, character occupation, character strength, character load capacity, character special skills, and character equipment status. These parameters, combined through pre-set game rules, determine the maximum number of target second virtual characters that a virtual character can simultaneously carry.

[0053] The maximum number is a preset upper limit that limits the number of target virtual characters that a first virtual character can simultaneously carry. This maximum number is set based on a comprehensive consideration of game balance, technical limitations, and gaming experience. It can be a fixed constant or a variable that changes dynamically based on the virtual character's attributes.

[0054] In one specific application, when a player's first virtual character defeats a second virtual character in a game scene, causing it to fall to the ground, the system immediately checks the first virtual character's current attribute parameters. The system discovers that the first virtual character is wearing a "Tanghulu" badge of intermediate level, with a Strength attribute value of 75 and a character level of 8. Based on pre-set calculation rules, the system determines that the first virtual character can carry a maximum of three items. At this point, the game interface indicates that the player can carry up to three fallen second virtual characters simultaneously. When the player attempts to carry a fourth fallen second virtual character, the system prompts "Maximum carrying limit reached" and prohibits the operation.

[0055] In a method for controlling a virtual object provided in one embodiment of the present application, the method further includes: Step S210 , responding to the movement control instruction, controlling the first virtual character to simultaneously carry the first target second virtual character and at least one second target second virtual character to move to the virtual device; Step S211, in response to the first instruction, controlling to place a third target second virtual character in the virtual device, wherein the virtual device configuration controls to eliminate the third target second virtual character, the third target second virtual character being the second virtual character among the first target second virtual character and at least one second target second virtual character; Step S212, controlling the cancellation of the remaining target second virtual characters, and placing the remaining target second virtual characters in the first target state, wherein the remaining target second virtual characters are the first target second virtual character and the other second virtual characters among the at least one second target second virtual character except the third target second virtual character.

[0056] The method provided in this embodiment enables a more flexible character interaction mechanism in a multi-character collaborative virtual game environment. By allowing a character to carry multiple target characters, place a specific target character into a virtual device for elimination, while automatically managing the status of the remaining carried characters, this not only enriches the tactical options in the game but also simplifies the operation process.

[0057] The above scheme is described in detail below.

[0058] In step S210, the movement control is a movement instruction issued by the user through the input interface of the terminal device. The movement control can be implemented by clicking, sliding, long pressing, and / or other operations. For example, the user can slide a virtual joystick on the screen to control the movement direction and speed.

[0059] Among them, the virtual device is a specific game facility used to handle the target character in the game scene. The virtual device can be interacted with through click operations, sliding operations, long press operations and / or other operations. For example, the virtual device can be presented as a "popcorn machine" in the game scene, with an eye-catching appearance and obvious interactive prompts. When the first virtual character approaches with the target second virtual character, the device will appear with a highlight effect, prompting the player to perform subsequent operations. In this embodiment, the virtual state is configured to eliminate the target second virtual character placed in the virtual device when the preset conditions are met, such as Figure 6 shown.

[0060] In one specific application, a player's first avatar, already carrying a downed target character, discovers another downed target character. The player clicks the "Carry" button to carry the second target character, then uses the virtual joystick to control the first avatar carrying both characters toward a virtual device in the center of the scene. During this movement, the player must avoid obstacles and possible rescue attempts by other characters, planning their route to reach the target location as efficiently as possible.

[0061] In step S211, the first instruction is a specific interactive operation signal issued by the user through the terminal device, which is used to trigger the game behavior of placing the selected virtual object into the virtual device. The first instruction can be implemented through a click operation, a slide operation, a long press operation, and / or other operations. For example, the user can issue the first instruction by clicking the "Place" button on the interface.

[0062] In an alternative embodiment, the first instruction is an operation signal received by the system after the player interacts with the game interface in a specific manner, which explicitly instructs the system to place the selected virtual character into a specific device. For example, when the player moves the character near the virtual device, an interactive control will pop up on the game interface, and the player can click the interactive control to issue a command to place the carried character into the device.

[0063] The third target second virtual character refers to a specific character selected from multiple carried characters and placed in the virtual device for special processing. The third target second virtual character can be selected by clicking, sliding, long pressing and / or other operations. For example, the player can select which character to place in the device by clicking on the portrait of the carried character. Figure 6 .

[0064] In an optional embodiment, the third target second virtual character is a specific character determined from a plurality of characters already controlled and carried, and the character will be designated to execute a specific game mechanism. The plurality of characters already carried are the first target second virtual character and the second virtual character of at least one second target second virtual character.

[0065] The specific character can be automatically determined by the system or determined based on the player's selection instructions. For example, in the case of carrying three fallen characters, after the player triggers the first instruction, the system automatically determines a specific second virtual character from the three second virtual characters already carried according to a preset order, and then places it into the virtual device. The preset order can be based on the order in which the first virtual character carries the second virtual character, and the second virtual character carried first is selected as the virtual character placed in the virtual device; the preset order can be determined based on the separation progress of the three second virtual characters being carried. In an optional embodiment, when the second virtual character is carried, a separation mechanism will be triggered. In the separation mechanism, a separation progress bar and a separation control will be displayed in the graphical user interface of the terminal device that controls the second virtual character. By triggering the separation control, the progress in the separation progress bar is controlled to increase. When the progress reaches the target progress value, the second virtual character is controlled to separate from the first virtual character. In this embodiment, the second virtual character with the largest separation progress value is determined as the virtual character placed in the virtual device. The preset order can also be other ways.

[0066] The specific character can be selected by the player. The player can click on the portrait of one of the characters through the character selector displayed on the interface to mark it as the third target second virtual character. The system will then distinguish this character from other carried characters.

[0067] In a specific application, when the player moves the character next to the virtual device, an interactive control will pop up on the game interface. After clicking the interactive control, one of the target characters will be placed in the device, and an elimination progress bar will appear at the top of the screen, showing the remaining time before the character is completely eliminated. Figure 6 This mechanism gives players clear choices and provides intuitive game feedback.

[0068] In step S212, the remaining target second virtual characters refer to the remaining second virtual characters among the multiple carried characters, excluding the character selected to be placed in the virtual device. For example, if a player carries three characters at the same time and selects one to be placed in the elimination device, the system will automatically identify the remaining two characters as the remaining target second virtual characters. These characters will undergo state transitions based on the game logic, rather than remaining in the carried state. For example, the control will cancel the carrying of the remaining second virtual characters and place their state in the first target state, i.e., a state with restricted movement, such as restricted standing movement and only able to crawl on the ground.

[0069] In an alternative embodiment, the remaining target secondary avatars may be controlled based on the player's input rather than automatically. For example, after placing a character into the avatar, the game may provide the player with the option to continue carrying the remaining characters, place them in their current location, or disperse them to different locations.

[0070] In an alternative embodiment, after the player character carries these target second virtual characters to the virtual device, in response to a player-triggered drop command, the control controls the removal of these target second virtual characters. Then, the player selects one of the target second virtual characters, picks it up again, and places it in the virtual device. In this embodiment, the first virtual character must first put down all the target second virtual characters before interacting with the virtual device.

[0071] In an alternative embodiment, the remaining target secondary virtual characters may have different processing priorities or automated behavior patterns based on their game attributes or current state. For example, some characters with a high "struggle ability" attribute may immediately attempt to break free and return to a specific state after the third target character is placed in the device, while other characters may remain in their original state for longer. This differentiated design increases character diversity and gameplay unpredictability.

[0072] In a specific application of this embodiment, the player-controlled character successfully carried three fallen target characters and moved them to the "popcorn machine" device in the center of the game map. After the player clicked the "Insert" button on the interface, the system placed one of the second virtual characters into the device. Once the insertion operation was complete, the system automatically placed the remaining two characters around the device. Simultaneously, an elimination progress bar appeared above the character's head, and the elimination countdown began. This mechanism not only meets the game's requirements for handling enemy characters, but also maintains the game's strategic depth and operational fluidity.

[0073] In a method for controlling a virtual object provided in one embodiment of the present application, the method further includes: Step S310, when the first virtual character carries at least one target second virtual character, displaying a second operation control in the graphical user interface, the at least one target second virtual character including at least one second virtual character among the first target second virtual character and at least one second target second virtual character; Step S320, in response to a third trigger operation on the second operating control, generating an indication mark for indicating a direction and / or a throwing force; Step S330, in response to the release operation of the third trigger operation, controlling at least one target second virtual character to separate from the first virtual character and move along the direction indicated by the indicator; Step S340: When at least one target second virtual character collides with other second virtual characters in the game scene in response to the movement control instruction, damage is caused to the other second virtual characters.

[0074] The method provided in this embodiment allows players to control a character carrying a knocked-down virtual object during gameplay by throwing it in a specific direction through a specific action, causing it to cause additional damage when it collides with other virtual objects. This design not only enriches in-game interactions and provides novel tactical options, but also enhances the game's strategic and engaging nature.

[0075] The above scheme is described in detail below.

[0076] In step S310, the second operation control is an interactive element for receiving user input and executing a specific function. The second operation control can receive the user's input instruction through a click operation, a slide operation, a long press operation and / or other operation methods. For example, the user can trigger the corresponding function by clicking the second operation control. For example, Figure 7 As shown, the second operating control can be a circular button displayed on the right side of the game interface. The button may be labeled "Throw" or display a bowling ball icon to intuitively indicate its function. In this embodiment, when the player carries the second target and the second virtual character, the second operating control is controlled to be displayed. In other embodiments, the second operating control is a resident control.

[0077] In step S320, the third trigger operation refers to a specific interactive action performed by the user on the second operation control. The third trigger operation can be implemented by a click operation, a slide operation, a long press operation, and / or other operation methods. For example, the user can perform the third trigger operation by long pressing the second operation control.

[0078] In an optional embodiment, the third trigger action is a player's continued interaction with the second control. This design allows the player to precisely control the parameters of subsequent game actions during the interaction. For example, a player can trigger the system to enter throwing mode by pressing and holding the second control, at which point the game will enter a visual throwing preparation state.

[0079] In an optional embodiment, the third trigger operation can be combined with multiple touch gestures to provide a richer control experience. For example, the player can first click the second operation control to enter the throwing preparation mode, then adjust the throwing direction with a sliding gesture and control the throwing force by pressing the pressure, thereby achieving precise control over the throwing behavior.

[0080] In an alternative embodiment, the third trigger action can be designed as a compound action executed in stages, with each stage corresponding to different game feedback. For example, a light touch on the second action control might display a preliminary direction indicator, while a continuous press activates a force indicator. This design allows players to precisely control the throwing action in different dimensions.

[0081] Among them, the indicator refers to a visual element displayed in the game interface to indicate a specific direction or force. For example, the user can adjust the direction of the indicator by sliding. Its main function is to assist the player in accurate aiming. For example, Figure 7 As shown, the indicator may be a trajectory line with a directional arrow extending from the character's position, and changes in its length, color or other visual elements can be used to indicate the magnitude of the throwing force.

[0082] In step S330, the release operation refers to the user's action of ending the third trigger operation. In an optional embodiment, the release operation is the player's active termination of the third trigger operation, indicating that the player has confirmed the current throwing parameters and decided to execute the throwing action. For example, after adjusting the throwing direction and force, the player releases their finger to trigger the system to execute the actual throwing action, launching the virtual object according to the set parameters.

[0083] The second virtual character's separation from the first virtual character and movement in the direction indicated by the indicator refers to the process of the carried virtual object being thrown according to the parameters specified by the player. The separation of the second virtual character from the first virtual character can be triggered by a click operation, a slide operation, a long press operation, and / or other operation methods. For example, the user can trigger the separation of the second virtual character from the first virtual character by releasing the long press of the second operation control.

[0084] In this embodiment, when controlling the throwing target second virtual character, all the carried second virtual characters can be thrown out at once according to the control instruction, or the number of the second virtual characters thrown out each time can be controlled according to the control instruction, such as Figure 8a and 8b shown.

[0085] In an optional embodiment, the process of the target second virtual character separating from the first virtual character involves complex physical calculations to simulate the throwing behavior in the real world. For example, the system will calculate the target character's initial speed, throwing trajectory and possible landing point based on the direction and force set by the player, combined with the game physics engine, so that the entire throwing process looks natural and smooth. Figure 8a and 8b As shown, the thrown character may enter a special "tumbling state", in which the character model rotates continuously during the movement, and may be accompanied by specific particle effects or trajectory lines to enhance the visual impact.

[0086] In step S340, causing damage refers to the process of reducing the health value of the target virtual object or changing its state in the game mechanism. For example, Figure 9 As shown, a user can use a throwing operation to cause a target second virtual character to collide with another second virtual character, thereby causing damage. In this embodiment, when the thrown character collides with another character, the system calculates a damage value based on factors such as the throwing force and the collision angle, and deducts it from the target character's current health. The damage number and special effects of the hit may also be displayed. In other embodiments, a fixed amount is deducted from the health of the second virtual character that is hit.

[0087] In a specific application of this embodiment, Figure 7 As shown in Figures 8 and 9, when the player character controlled by the player successfully knocks down and carries a survivor character, a throwing control with a bowling ball icon will appear in the lower right corner of the game interface. When the player triggers this control, an arrow indicator line will extend from the player character's position. The direction of the indicator line changes as the player drags it. When the player releases his finger to perform the release operation, the player character will throw the carried survivor character in the indicated direction, and the thrown survivor will roll forward quickly. If the thrown survivor hits another survivor in the scene, it will not only cause damage to the survivor, but may also cause it to fall directly to the ground. This greatly improves the player character's ability to control the scene and knock down multiple targets in succession, bringing new tactical possibilities to the game.

[0088] In a virtual object control method provided in one embodiment of the present application, the method further includes: Step 410, when the target second virtual character is carried by the first virtual character, the target second virtual character is controlled to enter a second target state, wherein the second target state is configured to respond to receiving an interactive operation that meets the target condition input through the terminal device that controls the target second virtual character, and control the target second virtual character to separate from the first virtual character and restore to the state before entering the first target state.

[0089] In step S410, the second target state is a special game state of the target second virtual character, in which the character has specific behavior restrictions and interaction mechanisms. In an optional embodiment, the second target state is a state triggered when the target second virtual character is carried by the first virtual character. In this state, the position and movement of the target second virtual character are controlled by the first virtual character, but limited interaction capabilities are retained, such as Figure 4 Also refer to Figure 10 As shown, in the carried state, the target second virtual character can try to break free from the control of the first virtual character through specific interactive operations.

[0090] In an optional embodiment, the second target state has a state duration or conditional limits to balance gameplay. For example, the target second virtual character in the second target state may have a disengagement progress bar, and when the progress bar reaches a specific value, the character can break away from the control of the first virtual character; or the first virtual character may have a limit on the time it can carry the target second virtual character, after which the character must be dropped or thrown.

[0091] The interactive operation that satisfies the target condition refers to an operation executed by the player controlling the target second virtual character through an input device that meets preset conditions. In an alternative embodiment, the interactive operation that satisfies the target condition can be the continuous clicking of a specific control a certain number of times or frequency. For example, the player controlling the target second virtual character can rapidly click a "breakaway" button on the screen. When the number of clicks or frequency reaches a system-set threshold, the target second virtual character will break free from the control of the first virtual character.

[0092] After the target second virtual character separates from the first virtual character, it will change from the second target state back to the state before entering the first target state. For example, before entering the first target state, the target second virtual character can stand, move, release skills, etc. freely.

[0093] In a specific application, in a survival game, when the pursuer (first virtual character) picks up a fallen escapee (target second virtual character), the escapee immediately enters the carried state (second target state). Figure 10As shown, in this state, a special "Disengage" button and progress bar will appear on the Survivor's interface. The player controlling the Survivor can quickly click this button repeatedly, with each click increasing the progress bar by a certain amount. When the progress bar reaches a preset threshold, the Survivor will automatically break free from their pursuer and return to normal, giving them a chance to survive.

[0094] Furthermore, after step 330, the method further includes: Step S420: Control at least one target second virtual character to recover from the second target state to the first target state.

[0095] In step S420, after the control throws the carried target second virtual character into the scene, the state of the thrown target second virtual character is returned to the first target state. For example, when the target second virtual character is thrown from the state of being carried by the first virtual character, it will return to the fallen state. At this time, it cannot move normally or use skills, but can be rescued by teammates. However, at the same time, the thrown target second virtual character has left the second target state and can no longer control the target second virtual character to break away from the first virtual character and return to the state before entering the first target state by inputting interactive operations that meet the target conditions.

[0096] In one specific application of this embodiment, after the character controlled by the pursuer player successfully lifts two fallen survivors simultaneously, the two survivors immediately enter the Carried state (the second target state). At this point, a special "bowling ball" button appears in the lower right corner of the pursuer's game interface. When the pursuer player triggers this button, the two carried survivors are thrown forward, rolling in the direction indicated by the arrow. After rolling, the two survivors automatically return from the Carried state to the Fallen state, appearing lying on the ground again. At this point, they need to wait for their teammates to rescue them or face the risk of being carried again by the pursuer.

[0097] In a virtual object control method provided in one embodiment of the present application, after controlling at least one target second virtual character to separate from the first virtual character and move along a direction indicated by an indicator in response to a release operation of a third trigger operation, the method further includes: Step S510, in response to a fourth trigger operation on the first operating control, controlling the first virtual character to carry the detached target second virtual character again; Step S511, setting the initial progress value of the target second virtual character's disengagement progress bar to a preset progress value, wherein the preset progress value is greater than zero, and the disengagement progress bar is configured to control the target second virtual character to recover from the second target state to the state before entering the first target state when the progress value of the disengagement progress bar meets the target progress value.

[0098] The method provided in this embodiment enables the game system to set an initial value for the disengagement progress bar when the virtual character reacquires a discarded target character, avoiding the problem of having to start accumulating progress from zero each time the character is reacquired. This technical approach, by setting a preset progress value greater than zero, increases the likelihood of the target character initially disengaging, improving game balance and enhancing the strategic depth of interaction between characters in the game. Furthermore, this progress setting mechanism makes gameplay more challenging and strategic, enhancing the interactive experience and game richness. It also addresses the issue of character control balance in computer games by optimizing game mechanics.

[0099] In step S510, the fourth trigger operation can be a click, slide, long press, and / or other operation methods to implement interactive functions and other operations. The corresponding game logic is controlled and executed by acting on the first operation control. In this embodiment, when the player-controlled character moves in the game scene near a target character that was previously thrown and lying on the ground, the game interface will display an interactive button with the word "Carry". The player clicks this button, and the game system responds to this fourth trigger operation by controlling the player character to perform the carrying action, carrying the target character on its shoulders again, and allowing the player character to continue moving in the game scene.

[0100] In step S511, a disengagement progress bar is a visual component in the game interface that displays the target character's current disengagement progress. The disengagement progress bar can be affected by a click, a slide, a long press, and / or other operations. For example, the carried character can increase the disengagement progress bar by continuously clicking a button.

[0101] The preset progress value refers to the initial value set by the system for the detachment progress bar when the target character is carried again. In other words, if the target second virtual character is carried again, the detachment progress bar does not increase from zero, but starts to increase from the preset progress value.

[0102] In a specific application, when a player picks up a character that has fallen after being thrown, the progress bar on the carried character's interface no longer starts at zero, but automatically fills to 25%. This means that the character has a certain advantage in breaking free because it has been thrown once before. The player of the carried character can continue to increase the progress value by quickly clicking the "Carry" button. When the progress reaches 100%, the character will successfully break free and return to normal state, such as Figure 10 shown.

[0103] The preset progress value is at least one of the following: positively correlated with the number of times the target second virtual character is carried and / or thrown; and a fixed progress value.

[0104] Among them, the preset progress value that is positively correlated with the number of times the target character is carried and / or thrown refers to a progress value setting method in which the initial separation progress increases accordingly as the number of times the character is carried or thrown increases.

[0105] In one optional embodiment, the preset progress value can be linked to the number of carries in a linear growth manner. For example, the system can set the preset progress value to 0% for the first carry, 15% for the second carry, 30% for the third carry, and so on. With each additional carry experience, the preset progress value increases by 15 percentage points, up to a maximum of 75%. This increases the likelihood of disengagement. In other embodiments, the preset progress value can be linked to the total number of carries and throws in a stepped growth manner, or the preset progress value can be calculated using a weighted method, assigning different weights to the number of carries and throws.

[0106] Among them, the fixed progress value refers to a setting method in which the initial value of the progress bar remains unchanged each time the target character is carried again, regardless of how many times the target character has been carried or thrown before.

[0107] In an alternative embodiment, the fixed progress value can be a uniform medium value. For example, the system may set the preset progress value of all characters to 25%, which means that no matter how many times a character is carried, its exit progress bar always starts from the quarter point.

[0108] In an alternative embodiment, the fixed progress value can be set to different levels based on the game difficulty. For example, in an easy difficulty level, the fixed preset progress value may be set to 50%, making it easier for the carried character to escape; in a hard difficulty level, the fixed preset progress value may be only 10%, making it more difficult to escape.

[0109] In an alternative embodiment, fixed progress values can be set individually for different character types. For example, a fixed preset progress value for an agility character may be 35%, while a fixed preset progress value for a strength character may be 20%, to balance the different character characteristics.

[0110] In a method for controlling a virtual object provided in one embodiment of the present application, in response to a third trigger operation on a second operating control, generating an indicator for indicating a direction and / or a throwing force includes: Step S610: In response to a pressing operation on a second operation control, an indicator mark is displayed in the game scene; Step S611 : In response to a drag operation on a second operation control, the indication direction of the control indicator is changed according to the direction of the drag operation.

[0111] The method provided in this embodiment enables players to intuitively interact with virtual characters to perform precise throwing movements. This not only improves the flexibility and precision of game operations, but also enhances the predictability of throwing movements through visual indicators, providing players with a smoother and more intuitive gaming experience. Furthermore, this interactive design allows players to flexibly adjust throwing directions based on the game context, increasing the diversity and fun of game strategies and resolving the technical issue of the lack of precise control of throwing movements in traditional games.

[0112] The above scheme is described in detail below.

[0113] In step S610, the pressing operation is an interactive operation performed by the user on the second operation control via the touch screen or other input device of the terminal device. The pressing operation can be implemented by a click operation, a slide operation, a long press operation, and / or other operations. Taking the click operation as an example, when the user clicks the second operation control on the graphical user interface of the terminal device, the system receives the pressing operation on the second operation control.

[0114] In an alternative embodiment, the press operation can be triggered in various ways, including but not limited to a short press, a long press, or a specific gesture. These different press forms may correspond to different throwing preparation actions. For example, in the case of a second avatar carrying multiple targets, a short press may trigger a standard throwing mode, while a long press may activate an advanced throwing mode, allowing the player to select more precise throwing parameters.

[0115] The indicator is a visual element displayed in the game scene to indicate the direction and / or force of the throw. In an optional embodiment, the visual representation of the indicator can vary depending on the game scene or throw type. For example, in normal throwing mode, the indicator may be a simple straight arrow; while in special throwing mode, the indicator may appear as a curved line or a particle trail with special effects, so that players can more intuitively understand the expected effects of different throwing modes.

[0116] In step S611, a drag operation is an operation in which the user presses the second operating control and then maintains contact and moves the control. The drag operation can be implemented by clicking, sliding, long pressing, and / or other operations. For example, if the user presses and holds the second operating control on the touch screen and slides the finger across the screen without releasing the finger, the system recognizes it as a drag operation.

[0117] In an optional embodiment, a drag operation refers to an interaction in which the user maintains contact with the touchscreen after triggering a press operation and moves the contact point on the screen. The system tracks the movement of the user's contact point in real time and calculates the direction and distance of the drag based on this trajectory. For example, after pressing and holding the bowling ball control, the user can drag their finger in any direction. The system will capture this movement and interpret it as an instruction to adjust the throwing direction.

[0118] The indicated direction is the direction the indicator is pointing, indicating the intended direction the target second avatar will be thrown. The indicated direction is a dynamically changing parameter that is directly linked to the direction of the drag operation. The system converts the user's drag direction into a three-dimensional direction vector in the game world, thereby updating the indicator's orientation. For example, when the user drags to the right, the arrow icon rotates to point to the right in real time; when the user drags to the left, the arrow icon rotates to point to the left, providing intuitive directional feedback.

[0119] like Figure 7 As shown, in a specific application, after pressing the second operation control to display the indicator, the user keeps their finger on the screen and drags the ball from the bowling ball control to the upper right corner of the screen. As the dragging operation proceeds, the system calculates the vector formed by the dragging direction and the initial contact point in real time and rotates the arrow indicator in the game clockwise from its initial direction until it points to the upper right area of the game scene. At this time, if other second virtual characters gather in this area, the arrow indicator may turn green and flash, reminding the player that this is a throwing direction that may cause significant damage.

[0120] In a method for controlling a virtual object provided in one embodiment of the present application, the step of causing damage to another second virtual character includes: Step S3401, determining a target collision second virtual character that collides with the target second virtual character among other second virtual characters, and controlling the first damage to be caused to the target collision second virtual character; Step S3402, determining the target range according to the collision position; Step S3403: When there are other second virtual characters within the target range, second damage is caused to the other second virtual characters within the target range.

[0121] Through the method provided in this embodiment, the system can implement a multi-level damage mechanism based on virtual object collision, which can not only cause primary damage to the target of direct collision, but also cause range damage to other targets in the area around the collision, greatly enriching the game's interaction methods and tactical possibilities.

[0122] The above scheme is described in detail below.

[0123] In step S3401, the target collision second virtual character is a target second virtual object among other second virtual characters in the game scene that directly collides with or comes into contact with the thrown target second virtual object. This collided second virtual object is subjected to a first damage value determined according to a first calculation logic. For example, when the player-controlled first virtual character throws the first target second virtual character and the second target second virtual character in a specific direction, the system tracks the motion trajectories of these thrown virtual characters in real time. When the system detects a collision between the first target second virtual character and another second virtual character in the scene (now identified as the target collision second virtual character), the system immediately calculates and applies a first damage value. This first damage value may cause the target collision second virtual character's health to be reduced by 30% and cause it to enter a brief stun state, limiting its movement and action for 3 seconds.

[0124] In step S3402, the target range refers to a certain area centered on the collision position. The area can be a circular area, a rectangular area, or an area of other shapes on a two-dimensional plane, or a spherical area, a cubic area, or an area of other shapes in three-dimensional space. The size of the target range can be fixed or dynamically calculated based on parameters at the time of collision (such as collision speed, collision angle, etc.). For example, the system can set a fixed radius value, such as 5 game units in length, with the collision position as the center, and construct a circular target range with this radius. In this case, any other second virtual character within the circular area will be considered within the target range and may be affected by the second damage.

[0125] In an optional embodiment, the target range is related to attribute parameters of the first virtual character. Attribute parameters may include various numerical or non-numerical indicators such as character level, character occupation, character strength, character load capacity, character special skills, and character equipment status. These parameters determine the size of the target range according to preset game rules.

[0126] In step S3403, the second damage refers to the damage inflicted on other second virtual characters that did not directly collide with the target second virtual character but were within the target range. The magnitude of the second damage can be a fixed value or a dynamic value calculated based on various factors, such as the distance from the collision location and the intensity of the collision.

[0127] In an alternative embodiment, the second damage may decrease as the distance from the collision location increases. For example, the system may set a maximum value for the second damage and calculate the actual damage value using a linear decay or exponential decay function based on the distance between the other second virtual characters and the collision location.

[0128] like Figure 3 As shown, in a specific application of this embodiment, after the player releases the throwing operation, the thrown second virtual character rolls forward in the specified direction and directly collides with an enemy second virtual character. The system identifies the second virtual character that is directly collided as the target collision second virtual character and causes 75 points of first damage to it. At the same time, the system creates a circular target range with a radius of 6 meters with the collision location as the center point. Within this range, the system detects two other second virtual characters, which are 3 meters and 5 meters away from the collision center respectively. The system applies 50 points and 30 points of second damage to these two characters respectively. This chain reaction damage mechanism allows a precise throw to affect multiple enemy characters at the same time, greatly improving the tactical value and satisfaction of the skill.

[0129] In a virtual object control method provided in one embodiment of the present application, the method further includes: Step S710: When the first virtual character carries the first target second virtual character, a separation control and a separation progress bar are displayed in the graphical user interface of the terminal device controlling the first target second virtual character, wherein the separation progress bar is used to display the separation progress of the first target second virtual character; Step S720, in response to the triggering operation for the detaching control, controlling the progress growth of the detaching progress bar; Step S730: When the progress of the separation progress bar reaches a preset threshold, the first target second virtual character is controlled to separate from the first virtual character and return to the state before entering the first target state.

[0130] The method provided in this embodiment provides a mechanism for autonomous detachment of the carried virtual character during virtual object control. This design not only increases the strategic and interactive depth of the game but also improves game balance. When a virtual character is carried by another virtual character, the system automatically displays detachment controls and a progress bar on the carried character's interface, giving the carried character the opportunity to actively escape the carried state. This mechanism avoids the monotonous experience of passive waiting, enriches gameplay, and provides more diverse possibilities for interaction between characters from different factions, greatly enhancing the player's interactive experience. It also solves the problem of the carried character's lack of autonomy in virtual character control technology.

[0131] The above scheme is described in detail below.

[0132] In step S710, the disengagement control is an interactive element in the game interface for the player to operate, and is used to receive the player's operation instructions to trigger a specific game effect.

[0133] In an optional implementation, the disengagement control can be dynamically displayed or hidden based on the character's state, appearing only when the character is being carried, thus preventing excessive interface elements from interfering with the normal gaming experience. For example, when the first target, the second virtual character, is being carried by the first virtual character, the disengagement control will flash and highlight in the interface, reminding the player that the disengagement operation is possible. Once the character returns to normal, the disengagement control will automatically hide.

[0134] The detachment progress bar is a visual interface element that displays a specific game progress, and is used to intuitively display the progress change of the first target second virtual character from the carried state to the detached state. When the player triggers the detachment control, the progress displayed in the detachment progress bar changes.

[0135] Among them, the disengagement progress of the first target second virtual character refers to the completion index of getting rid of control that is gradually accumulated by the carried character through specific operations. For example, the player can increase the disengagement progress by clicking on the disengagement control. When the first target second virtual character accumulates enough disengagement progress, it can get rid of the carrying of the first virtual character.

[0136] In step S720, the triggering operation may be implemented by a click operation, a slide operation, a long press operation, and / or other operations. For example, the player may use a click operation as a triggering operation to control the progress growth of the detachment progress bar in response to a click operation on the detachment control.

[0137] In step S730, the preset threshold refers to a specific numerical standard pre-set in the game system, which is used to trigger a certain game event or a critical point of state change. For example, the player can accumulate progress through clicking operations. When the progress of leaving the progress bar reaches a preset threshold (such as 100%) through continuous clicking, the character leaving event is triggered.

[0138] The first target second virtual character's separation from the first virtual character's control refers to the process in which the carried second virtual character breaks free from the control of the first virtual character through a specific mechanism, ending the state of forced movement. For example, the player can accumulate sufficient separation progress through click operations, and when the separation progress reaches a preset threshold, the first target second virtual character is controlled to separate from the first virtual character's control.

[0139] The state before the first target state may refer to a state in which the target second virtual character can stand, move, and release skills freely.

[0140] like Figure 6As shown in a specific application of this embodiment, after a pursuer character in the game successfully knocks down and carries a survivor character, a red escape control and an initially empty escape progress bar immediately appear on the screen of the carried survivor. The survivor player begins to click the escape button repeatedly, with each click filling the progress bar with a certain value. As the player continues to click, the progress bar eventually reaches the preset threshold of 100%, at which point the survivor character automatically breaks free from the pursuer's carrying control and can normally respond to movement commands to move around the game scene, escaping the pursuer's capture.

[0141] In a method for controlling a virtual object provided in an embodiment of the present application, when a first virtual character simultaneously carries a first target second virtual object and at least one second target second virtual character to move, the method further includes: Step S810, displaying a disengagement control and a disengagement progress bar in the interface of each target second virtual character, wherein the target second virtual character is a second virtual character among the first target second virtual object and at least one second target second virtual character; Step S811: When the progress of any target second virtual character's detachment progress bar reaches a preset threshold, all carried target second virtual characters are controlled to detach from the first virtual character at the same time and return to the state before entering the first target state.

[0142] When a first avatar carries two knocked-down second avatars, the system displays a separate disengagement control and disengagement progress bar on the game interface controlling each knocked-down second avatar. The terminal device corresponding to each second avatar receives the triggering action for the disengagement control and controls the progress of its own progress bar.

[0143] Among them, when the progress bar of any second virtual character reaches a preset threshold, all the carried second virtual characters are controlled to detach from the first virtual character. Specifically, simultaneous detachment means that when a condition is triggered, all the carried target second virtual characters detach from the carrying state of the first virtual character together. When any carried target second virtual character successfully meets the detachment condition, the system will trigger a chain reaction, so that all the target second virtual characters currently carried by the same first virtual character will immediately detach from the control. Among them, returning to the state before entering the first target state means that the target second virtual character returns from the carried state to its previous normal game state. For example, the carried character may have been in a standing state and able to move freely. After being knocked down, it enters the first target state and cannot move. After being carried, it is completely controlled. After successfully detaching, the character will immediately resume a standing posture and regain the ability to move, and can continue to participate in the game.

[0144] In other embodiments, the different second virtual characters being carried are not associated with each other, that is, each controls whether to separate from the first virtual character according to the progress of its own progress bar. For example, if the separation progress bar of one of the three carried second virtual characters meets a preset threshold, only the second virtual character is controlled to separate from the control of the first virtual character, and the other two second virtual characters remain in a state of being carried by the first virtual character.

[0145] In other embodiments, the carried second virtual characters may choose to jointly increase the progress value of the separation progress bar of one of the second virtual characters, so that one of the carried second virtual characters can be separated from the carrying of the first virtual character as soon as possible.

[0146] In other embodiments, when the separation progress value of one second virtual character meets a preset threshold and the character separates, it will have a positive or negative impact on the progress values of other second virtual characters that have not separated.

[0147] In a virtual object control method provided in one embodiment of the present application, the method further includes: Step S910: When the progress of the disengagement progress bar corresponding to the first target first virtual character does not reach a preset threshold, in response to the first virtual character carrying at least one second target second virtual character, the progress of the disengagement progress bar corresponding to the first target second virtual character is reset.

[0148] Specifically, in step S910, the preset threshold is a numerical standard pre-set in the game system, which is used to determine whether the progress of the detachment progress bar has reached the critical point that triggers the detachment condition. In an optional embodiment, the preset threshold can be a percentage of the maximum value of the detachment progress bar, and when the progress reaches this percentage, a corresponding game event is triggered. For example, in the game settings, the preset threshold for detachment progress bar may be set to 100%. When the carried character continuously triggers the detachment control to make the progress bar reach 100%, the character will successfully break free and exit the carried state.

[0149] Resetting the escape progress bar refers to restoring the accumulated escape progress value to its initial state, typically by setting the progress value to zero or a predetermined starting value. In an optional embodiment, the reset operation can be to completely clear the progress bar, requiring the carried character's escape attempt to restart. For example, in the game, if a pursuer picks up another escapee while already carrying one, the system will immediately clear the escape progress bar of the first escapee, invalidating their previous escape attempt and requiring a fresh attempt.

[0150] In an alternative embodiment, the reset operation may not simply reset the progress to zero, but instead reduce it to a predetermined percentage or fixed value to balance the game's difficulty. For example, in a role-playing game, when a player character is controlling multiple targets simultaneously, the disengagement progress of the target being controlled for a longer period of time may be reset to only 30%, rather than completely reset to zero. This design can prevent characters who have been controlled for a long time from becoming overly frustrated while still maintaining the game's challenge.

[0151] In one specific application, a pursuer has been carrying a downed Survivor A for a certain distance. Survivor A's interface displays a disengagement control and disengagement progress bar. By quickly clicking on the disengagement control, player A has pushed the disengagement bar to 65% (though not reaching the preset disengagement threshold of 100%). At this point, the pursuer approaches another downed Survivor B and clicks the "Carry" control to carry B along. The system immediately detects this new carrying behavior and automatically triggers a reset mechanism, resetting Survivor A's disengagement progress bar from 65% to 0%, invalidating A's previous disengagement attempts. Meanwhile, Survivor B's interface displays its own disengagement control and progress bar, forcing both Survivors to restart their separate disengagement attempts. This design adds strategic depth to the game, forcing players to coordinate and time their disengagements when attempting multiple rescues.

[0152] In a virtual object control method provided in one embodiment of the present application, the method further includes: Step S1010, determining a detachment mode of the target second virtual character according to the number of times the target second virtual character is carried and / or thrown, wherein the target second virtual character includes at least one second virtual character among a first target second virtual character and at least one second target second virtual character; Step S1020: determining an operation method for controlling the progress increase of the disengagement progress bar corresponding to the target second virtual character according to the disengagement method.

[0153] The method provided in this embodiment enables the game system to dynamically adjust the disengagement mechanism based on the historical record of the second virtual character being carried or thrown, introducing more diverse interaction methods and increasing the challenge and strategy of the game. This dynamically adaptive design enhances the interactive experience between players and improves the playability and fun of the game. Furthermore, through the differentiated operation method design, it caters to the operating habits of different players, making the gaming experience more personalized and improving the smoothness of the interactive experience, thus solving the user experience bottleneck problem caused by the single operation mode in traditional games.

[0154] The above scheme is described in detail below.

[0155] In step S1010, the target second virtual character is a second virtual character that is carried or about to be carried by the first virtual character in the game scene, the target second virtual character is in the first target state, and the target second virtual character is a virtual character in a different camp from the first virtual character. The target second virtual character can be the first target second virtual character, the second target second virtual character, or both the first target second virtual character and at least one second target second virtual character.

[0156] In an alternative embodiment, the number of times the target second virtual character has been carried and / or thrown refers to the cumulative number of times the target second virtual character has been successfully carried and / or thrown by the first virtual character during the current game round. For example, the system may record the total number of times each second virtual character has been carried and thrown since the start of the game, and these data may be used as a basis for determining the disengagement method.

[0157] In an optional embodiment, the escape mode refers to the mechanism by which the target second virtual character escapes the carrying state of the first virtual character, and these mechanisms determine how the target second virtual character increases the escape progress and ultimately escapes the carrying state.

[0158] Disengagement methods can be presented with varying levels of operational difficulty, with the system dynamically adjusting the difficulty based on the target secondary avatar's history of being carried and / or thrown. For example, when the secondary avatar is being carried for the first time, the system might set a simple disengagement method, such as allowing simple clicks to increase disengagement progress. However, if the avatar is frequently carried or thrown, the system might set a more challenging disengagement method, such as requiring a specific rhythmic key combination. Alternatively, the system might gradually reduce the difficulty based on historical records.

[0159] In one specific application, when a pursuer character (the first avatar) carries a survivor character (the second avatar, the target), the system will detect the total number of times the survivor character has been carried in the current match. If it's the first time the survivor has been carried, the escape method is set to "Basic Struggle," and the survivor player simply needs to continuously tap the escape control on the screen to increase their escape progress. If the survivor has been carried three or more times, the escape method is upgraded to "Advanced Struggle," requiring the player to draw gestures along a specific path on the screen to effectively increase their escape progress, increasing the complexity and challenge of the operation.

[0160] In step S1020, the operation mode refers to a specific interaction method in which the player controls the progress of the escape progress bar corresponding to the target second virtual character through the terminal device.

[0161] In an optional embodiment, the system can automatically adjust the difficulty level of the operation method used to control the progress growth of the detachment progress bar according to the number of times the target second virtual character is carried and / or thrown. For example, for the second virtual character being carried for the first time, the system may set a simple single-click operation method; and for the second virtual character being carried multiple times, the system may set an operation method that requires a specific rhythm or more complex gestures. In an optional embodiment, the change in the operation method can affect the rate or pattern of the progress growth of the detachment progress bar. For example, when a quick click operation method is used, each click causes the detachment progress bar to grow by a fixed percentage; when a long press operation method is used, the detachment progress bar may grow at different rates when the long press is continued, and there may even be fluctuations in progress, which increases the challenge of the game.

[0162] In an optional implementation, the operation mode includes at least one of the following: quick click, timed click, long press, and gesture operation.

[0163] In a specific application of this embodiment, when a player-controlled virtual character (the pursuer) carries a second virtual character (the escapee) while moving, the system records the number of times the escapee has been carried. If this is the first time the escapee has been carried in a game, the system displays a disengagement control and disengagement progress bar on the escapee's interface, and sets a simple quick click as the disengagement control. If the escapee is carried a second time, the system detects the increase in the number of times the character has been carried and automatically changes the disengagement control to a timed click, requiring the player to click within a specific time window to effectively increase the disengagement progress. If the total number of times the escapee has been carried and thrown exceeds a preset threshold (e.g., five times), the system adjusts the disengagement control to the most difficult gesture operation, requiring the player to follow on-screen prompts to draw a complex pattern to increase the disengagement progress, significantly increasing the difficulty of disengagement.

[0164] In an optional embodiment, it is necessary to determine whether the virtual object is wearing the first equipment; if the virtual object is wearing the first equipment, a second trigger operation is performed in response to the first operation control to control the first virtual character to move while carrying at least one second target second virtual character.

[0165] In an optional embodiment, it is necessary to determine whether the virtual object is wearing a second device; if so, when the first virtual character is carrying at least one target second virtual character, a second operation control is displayed in the graphical user interface. This allows the carried second virtual character to be thrown into the game scene to collide with other second virtual characters.

[0166] In an optional embodiment, the first equipment is configured with different levels, and different levels correspond to different distance detection ranges, that is, virtual devices within a specific detection range are optional virtual devices.

[0167] The wearing position of the first equipment on the virtual object may be determined according to game rules.

[0168] The following embodiments are used to describe equipment that can be worn by a virtual object.

[0169] Specifically, the virtual object can wear at least one device, and the device that the virtual object can wear is a device from a plurality of preset devices; wherein the plurality of preset devices include a plurality of device types, and the preset devices of different device types are respectively configured with different device functions.

[0170] In specific implementation, the equipment functions corresponding to the preset equipment of different equipment types can be determined according to R&D requirements. For example, equipment types may include rescue type, vision type, acceleration type, special type, pursuit type, defense type, and control type; among them, the preset equipment of the rescue type can more effectively rescue oneself or teammates; the preset equipment of the vision type can more comprehensively grasp the position information of both parties during the game; the preset equipment of the acceleration type can increase the movement speed or other interaction speed; the preset equipment of the special type can use special gameplay mechanisms to gain advantages; the preset equipment of the pursuit type can enhance the attack and displacement capabilities, and hit / knock down the enemy character faster; the preset equipment of the defense type can resist the attack of the enemy character and slow down the control effect; the preset equipment of the control type can prevent the game character from releasing the target game character or escaping from the target virtual object, etc., to buy time for knocking down the game character.

[0171] In an alternative embodiment, the aforementioned preset equipment can also be referred to as badges. The badge system is designed to include large and small badges, each with a different shape and color. A large badge adds a new skill to a character, while a small badge enhances an existing skill. For example, a small badge might only speed up a character's movement, while a large badge might allow a character that previously couldn't turn invisible to become invisible.

[0172] Preset equipment can be thought of as passive skills for game characters, and the packaging design resembles the texture of a fabric armband. By wearing a specific piece of preset equipment, players can gain the corresponding passive skill effect. This passive skill effect is similar to the aforementioned equipment function. For example, a passive skill effect could increase a character's crawling speed by 15% after falling to the ground, or reduce the duration of a character being stunned by a barrier by 20%.

[0173] Each preset equipment can be divided into multiple equipment levels. For example, each preset equipment can be divided into three equipment levels: level 1, level 2 and level 3. They can be distinguished by Roman numerals, and only the numerical values are different. The numerical strength accounts for about 10% of the modulus.

[0174] In an optional embodiment, a virtual character can wear a preset number of items, and the virtual character cannot wear the same type of equipment repeatedly. This preset number can be determined based on R&D requirements, for example, it can be 5 or 6. The same game character cannot wear the same type of equipment repeatedly.

[0175] In a specific embodiment, the preset equipment is a badge, and each game character has five badge assembly positions, which can be equipped with three small badges and one large badge respectively.

[0176] Furthermore, pre-configured equipment configured outside of a game will be displayed in the upper left corner of the game, showing information such as skill descriptions, cooldowns, skill stacks, etc. In addition, at the end of a game, the equipment worn by other players in the current game will be displayed on the settlement screen.

[0177] In an optional embodiment, the above-mentioned virtual object obtains preset equipment in the following manner: in response to an equipment extraction instruction, randomly obtains target preset equipment of a target level based on the equipment extraction instruction; wherein, the target preset equipment is any one of a plurality of preset equipment, the target preset equipment includes a plurality of levels, and the target level is any one of the plurality of levels.

[0178] In specific implementations, the triggering method for the aforementioned equipment draw command can be determined based on R&D requirements. For example, the equipment draw command could be triggered by the player clicking or long-pressing a draw control, either outside or within a game session. This method allows players to obtain new equipment through the draw and equip it to suit their character's class, enhancing or enriching the combat experience.

[0179] In an optional embodiment, players can automatically synthesize high-level preset equipment by extracting a certain number of low-level preset equipment. For example, when extracting target equipment, three level 1 target equipment are automatically synthesized into one level 2 target equipment, and three level 2 target equipment are automatically synthesized into one level 3 target equipment.

[0180] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides a virtual object control device 1100, such as Figure 11 As shown, the device includes: The attack module 1110 is configured to respond to the attack instruction and control the attack on the first target second virtual character corresponding to the attack instruction to reduce the character attribute of the first target second virtual character; The control module 1120 is configured to control the first target second virtual character to enter a first target state in response to the character attribute of the first target second virtual character decreasing to a target threshold, wherein the first target second virtual character in the first target state is restricted from performing a target game behavior. The movement module 1130 is configured to control the first virtual character to move with the first target second virtual character in response to a first trigger operation on the first operation control of the graphical user interface; When the first virtual character carries the first target second virtual character to a preset range of other second target second virtual characters in the first target state, the movement module is further configured to control the first virtual character to move while carrying at least one second target second virtual character in response to a second trigger operation on the first operation control.

[0181] The control device for the above-mentioned virtual objects enables players to carry and control multiple knocked-down characters at the same time through simple operations, which simplifies the interaction process between characters and enhances the interactive game experience. At the same time, by introducing a mechanism for carrying multiple characters at the same time, the gameplay dimension is expanded, the strategy and fun are increased, and the richness of the game is enhanced. In addition, by optimizing the character control logic, the repeated calculation process of processing characters individually multiple times is reduced, the device resource usage is reduced, and the game operation efficiency is improved.

[0182] The present disclosure also provides an electronic device, such as Figure 12 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned virtual object control method.

[0183] Specifically, the control method of the virtual object includes: responding to an attack instruction, controlling an attack on a first target second virtual character corresponding to the attack instruction to reduce the character attributes of the first target second virtual character; In response to a character attribute of the first target second virtual character decreasing to a target threshold, controlling the first target second virtual character to enter a first target state, wherein the first target second virtual character in the first target state is restricted from performing a target game behavior; In response to a first trigger operation on a first operating control of the graphical user interface, controlling the first virtual character to move with the first target second virtual character; When the virtual character carries the first target second virtual character to a preset range of other second target second virtual characters in the first target state, in response to a second trigger operation on the first operation control, the first virtual character is controlled to move while carrying at least one second target second virtual character.

[0184] Optionally, the method further comprises: In response to the movement control instruction, the first virtual character is controlled to simultaneously carry the first target second virtual character and at least one second target second virtual character to move to the virtual device; In response to the first instruction, controlling placing a third target second virtual character in the virtual device, wherein the virtual device configuration controls eliminating the third target second virtual character, the third target second virtual character being the second virtual character of the first target second virtual character and the at least one second target second virtual character; Controlling the cancellation of carrying the remaining target second virtual characters and placing the remaining target second virtual characters in the first target state, wherein the remaining target second virtual characters are the first target second virtual character and the other second virtual characters among the at least one second target second virtual character except the third target second virtual character.

[0185] Optionally, the method further comprises: When the first virtual character carries at least one target second virtual character, displaying a second operation control in the graphical user interface, the at least one target second virtual character including at least one second virtual character among the first target second virtual character and the at least one second target second virtual character; In response to a third trigger operation on the second operating control, generating an indication mark for indicating a direction and / or a throwing force; In response to a release operation of the third trigger operation, controlling at least one target second virtual character to separate from the first virtual character and move along the direction indicated by the indicator; When at least one target second virtual character collides with other second virtual characters in the game scene in response to the movement control instruction, damage is caused to the other second virtual characters.

[0186] Optionally, the method further comprises: When the target second virtual character is carried by the first virtual character, controlling the target second virtual character to enter a second target state, wherein the second target state is configured to, in response to receiving an interactive operation that meets a target condition input through the terminal device controlling the target second virtual character, control the target second virtual character to separate from the first virtual character and return to a state before entering the first target state; After the step of controlling at least one target second virtual character to separate from the first virtual character and move along the direction of the indicator in response to a release operation of the third trigger operation, the method further includes: Controlling at least one target second virtual character to recover from the second target state to the first target state.

[0187] Optionally, after controlling at least one target second virtual character to separate from the first virtual character and move along the direction indicated by the indicator in response to the release operation of the third trigger operation, the method further includes: In response to a fourth trigger operation on the first operation control, controlling the first virtual character to carry the detached target second virtual character again; The initial progress value of the target second virtual character's disengagement progress bar is set to a preset progress value, wherein the preset progress value is greater than zero, and the disengagement progress bar is configured to control the target second virtual character to recover from the second target state to the state before entering the first target state when the progress value of the disengagement progress bar meets the target progress value.

[0188] Optionally, the preset progress value is at least one of the following: positively correlated with the number of times the target secondary avatar was carried and / or thrown; Fixed progress value.

[0189] Optionally, the method further comprises: The maximum number of target second virtual characters that the first virtual character can carry simultaneously is determined according to the attribute parameters of the first virtual character.

[0190] Optionally, the method further comprises: When the first virtual character carries the first target second virtual character, a separation control and a separation progress bar are displayed in the graphical user interface of the terminal device controlling the first target second virtual character, wherein the separation progress bar is used to display the separation progress of the first target second virtual character; In response to a trigger operation for the detachment control, controlling the progress growth of the detachment progress bar; When the progress of leaving the progress bar reaches a preset threshold, the first target second virtual character is controlled to leave the first virtual character and return to the state before entering the first target state.

[0191] Optionally, when the first virtual character simultaneously carries the first target second virtual object and at least one second target second virtual character to move, the method further includes: Displaying a disengagement control and a disengagement progress bar in the interface of each target second virtual character, wherein the target second virtual character is a second virtual character among the first target second virtual object and the at least one second target second virtual character; When the progress of any target second virtual character's separation progress bar reaches a preset threshold, all the carried target second virtual characters are controlled to separate from the first virtual character at the same time and return to the state before entering the first target state.

[0192] Optionally, the method further comprises: When the progress of the separation progress bar corresponding to the first target first virtual character does not reach a preset threshold, in response to the first virtual character carrying at least one second target second virtual character, the progress of the separation progress bar corresponding to the first target second virtual character is reset.

[0193] Optionally, in response to a third trigger operation on the second operating control, the step of generating an indication mark for indicating the direction and / or throwing force includes: In response to a pressing operation on the second operation control, displaying an indicator mark in the game scene; In response to a drag operation on the second operation control, the indication direction of the control indicator is changed according to the direction of the drag operation.

[0194] Optionally, the step of causing harm to the other second virtual character includes: Determining a target collision second virtual character that collides with the target second virtual character among other second virtual characters, and controlling the first damage to be caused to the target collision second virtual character; Determine the target range based on the collision location; When there are other second virtual characters within the target range, second damage is caused to the other second virtual characters within the target range.

[0195] Optionally, the target range is related to an attribute parameter of the first virtual character.

[0196] Optionally, the method further comprises: determining a disengagement mode of the target second virtual character according to the number of times the target second virtual character is carried and / or thrown, wherein the target second virtual character includes at least one second virtual character among the first target second virtual character and at least one second target second virtual character; According to the disengagement mode, an operation mode for controlling the progress increase of the disengagement progress bar corresponding to the target second virtual character is determined.

[0197] Furthermore, the electronic device shown in FIG8 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0198] Memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk drive. Communication between the system network element and at least one other network element is achieved via at least one communication interface 103 (which may be wired or wireless). This interface may utilize the Internet, a wide area network, a local area network, a metropolitan area network, or the like. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. Buses can be categorized as address buses, data buses, and control buses. For ease of illustration, Figure 8 uses only one bidirectional arrow, but this does not imply a single bus or bus type.

[0199] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0200] An embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual object control method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0201] Specifically, the control method of the virtual object includes: responding to an attack instruction, controlling an attack on a first target second virtual character corresponding to the attack instruction to reduce a character attribute of the first target second virtual character; In response to a character attribute of the first target second virtual character decreasing to a target threshold, controlling the first target second virtual character to enter a first target state, wherein the first target second virtual character in the first target state is restricted from performing a target game behavior; In response to a first trigger operation on a first operating control of the graphical user interface, controlling the first virtual character to move with the first target second virtual character; When the virtual character carries the first target second virtual character to a preset range of other second target second virtual characters in the first target state, in response to a second trigger operation on the first operation control, the first virtual character is controlled to move while carrying at least one second target second virtual character.

[0202] Optionally, the method further comprises: In response to the movement control instruction, the first virtual character is controlled to simultaneously carry the first target second virtual character and at least one second target second virtual character to move to the virtual device; In response to the first instruction, controlling placing a third target second virtual character in the virtual device, wherein the virtual device configuration controls eliminating the third target second virtual character, the third target second virtual character being the second virtual character of the first target second virtual character and the at least one second target second virtual character; Controlling the cancellation of carrying the remaining target second virtual characters and placing the remaining target second virtual characters in the first target state, wherein the remaining target second virtual characters are the first target second virtual character and the other second virtual characters among the at least one second target second virtual character except the third target second virtual character.

[0203] Optionally, the method further comprises: When the first virtual character carries at least one target second virtual character, displaying a second operation control in the graphical user interface, the at least one target second virtual character including at least one second virtual character among the first target second virtual character and the at least one second target second virtual character; In response to a third trigger operation on the second operating control, generating an indication mark for indicating a direction and / or a throwing force; In response to a release operation of the third trigger operation, controlling at least one target second virtual character to separate from the first virtual character and move along the direction indicated by the indicator; When at least one target second virtual character collides with other second virtual characters in the game scene in response to the movement control instruction, damage is caused to the other second virtual characters.

[0204] Optionally, the method further comprises: When the target second virtual character is carried by the first virtual character, controlling the target second virtual character to enter a second target state, wherein the second target state is configured to, in response to receiving an interactive operation that meets a target condition input through the terminal device controlling the target second virtual character, control the target second virtual character to separate from the first virtual character and return to a state before entering the first target state; After the step of controlling at least one target second virtual character to separate from the first virtual character and move along the direction of the indicator in response to a release operation of the third trigger operation, the method further includes: Controlling at least one target second virtual character to recover from the second target state to the first target state.

[0205] Optionally, after controlling at least one target second virtual character to separate from the first virtual character and move along the direction indicated by the indicator in response to the release operation of the third trigger operation, the method further includes: In response to a fourth trigger operation on the first operation control, controlling the first virtual character to carry the detached target second virtual character again; The initial progress value of the target second virtual character's disengagement progress bar is set to a preset progress value, wherein the preset progress value is greater than zero, and the disengagement progress bar is configured to control the target second virtual character to recover from the second target state to the state before entering the first target state when the progress value of the disengagement progress bar meets the target progress value.

[0206] Optionally, the preset progress value is at least one of the following: positively correlated with the number of times the target secondary avatar was carried and / or thrown; Fixed progress value.

[0207] Optionally, the method further comprises: The maximum number of target second virtual characters that the first virtual character can carry simultaneously is determined according to the attribute parameters of the first virtual character.

[0208] Optionally, the method further comprises: When the first virtual character carries the first target second virtual character, a separation control and a separation progress bar are displayed in the graphical user interface of the terminal device controlling the first target second virtual character, wherein the separation progress bar is used to display the separation progress of the first target second virtual character; In response to a trigger operation for the detachment control, controlling the progress growth of the detachment progress bar; When the progress of leaving the progress bar reaches a preset threshold, the first target second virtual character is controlled to leave the first virtual character and return to the state before entering the first target state.

[0209] Optionally, when the first virtual character simultaneously carries the first target second virtual object and at least one second target second virtual character to move, the method further includes: Displaying a disengagement control and a disengagement progress bar in the interface of each target second virtual character, wherein the target second virtual character is a second virtual character among the first target second virtual object and the at least one second target second virtual character; When the progress of any target second virtual character's separation progress bar reaches a preset threshold, all the carried target second virtual characters are controlled to separate from the first virtual character at the same time and return to the state before entering the first target state.

[0210] Optionally, the method further comprises: When the progress of the separation progress bar corresponding to the first target first virtual character does not reach a preset threshold, in response to the first virtual character carrying at least one second target second virtual character, the progress of the separation progress bar corresponding to the first target second virtual character is reset.

[0211] Optionally, in response to a third trigger operation on the second operating control, the step of generating an indication mark for indicating the direction and / or throwing force includes: In response to a pressing operation on the second operation control, displaying an indicator mark in the game scene; In response to a drag operation on the second operation control, the indication direction of the control indicator is changed according to the direction of the drag operation.

[0212] Optionally, the step of causing harm to the other second virtual character includes: Determining a target collision second virtual character that collides with the target second virtual character among other second virtual characters, and controlling the first damage to be caused to the target collision second virtual character; Determine the target range based on the collision location; When there are other second virtual characters within the target range, second damage is caused to the other second virtual characters within the target range.

[0213] Optionally, the target range is related to an attribute parameter of the first virtual character.

[0214] Optionally, the method further comprises: determining a disengagement mode of the target second virtual character according to the number of times the target second virtual character is carried and / or thrown, wherein the target second virtual character includes at least one second virtual character among the first target second virtual character and at least one second target second virtual character; According to the disengagement mode, an operation mode for controlling the progress increase of the disengagement progress bar corresponding to the target second virtual character is determined.

[0215] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0216] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0217] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. A method for controlling a virtual object, characterized in that: A graphical user interface is provided via a terminal device, wherein the graphical user interface includes a game scene, wherein the game scene includes a first virtual character controlled by a player and at least one second virtual character, wherein the second virtual character and the first virtual character are in a different camp, and the method includes: In response to the attack instruction, controlling the attack on the first target second virtual character corresponding to the attack instruction to reduce the character attribute of the first target second virtual character; In response to the character attribute of the first target second virtual character decreasing to a target threshold, controlling the first target second virtual character to enter a first target state, wherein the first target second virtual character in the first target state is restricted from performing a target game behavior; In response to a first trigger operation on a first operating control of the graphical user interface, controlling the first virtual character to move with the first target second virtual character; When the first virtual character carries the first target second virtual character to a preset range of other second target second virtual characters in the first target state, in response to a second trigger operation on the first operation control, the first virtual character is controlled to move while carrying at least one second target second virtual character.

2. The method according to claim 1, characterized in that The method further comprises: In response to the movement control instruction, controlling the first virtual character to simultaneously carry the first target second virtual character and the at least one second target second virtual character to move to the virtual device; In response to the first instruction, controlling to place a third target second virtual character in the virtual device, wherein the virtual device is configured to control to eliminate the third target second virtual character, the third target second virtual character being the second virtual character among the first target second virtual character and the at least one second target second virtual character; Controlling the cancellation of carrying the remaining target second virtual characters and placing the remaining target second virtual characters in the first target state, wherein the remaining target second virtual characters are the first target second virtual character and the other second virtual characters among the at least one second target second virtual character except the third target second virtual character.

3. The method according to claim 1, characterized in that The method further comprises: When the first virtual character carries at least one target second virtual character, displaying a second operation control in the graphical user interface, the at least one target second virtual character including at least one second virtual character among the first target second virtual character and the at least one second target second virtual character; In response to a third trigger operation on the second operating control, generating an indication mark for indicating a direction and / or a throwing force; In response to a release operation of the third trigger operation, controlling the at least one target second virtual character to separate from the first virtual character and move along the direction indicated by the indicator; When at least one target second virtual character collides with other second virtual characters in the game scene in response to the movement control instruction, damage is caused to the other second virtual characters.

4. The method according to claim 3, characterized in that The method further comprises: When the target second virtual character is carried by the first virtual character, controlling the target second virtual character to enter a second target state, wherein the second target state is configured to, in response to receiving an interactive operation that meets a target condition input through a terminal device controlling the target second virtual character, control the target second virtual character to separate from the first virtual character and return to a state before entering the first target state; After the step of controlling the at least one target second virtual character to separate from the first virtual character and move along the direction of the indicator in response to the release operation of the third trigger operation, the method further includes: The at least one target second virtual character is controlled to recover from the second target state to the first target state.

5. The method according to claim 4, characterized in that After the release operation in response to the third trigger operation controls the at least one target second virtual character to separate from the first virtual character and move along the direction indicated by the indicator, the method further includes: In response to a fourth trigger operation on the first operation control, controlling the first virtual character to carry the detached target second virtual character again; The initial progress value of the target second virtual character's disengagement progress bar is set to a preset progress value, wherein the preset progress value is greater than zero, and the disengagement progress bar is configured to control the target second virtual character to recover from the second target state to the state before entering the first target state when the progress value of the disengagement progress bar meets the target progress value.

6. The method according to claim 5, characterized in that The preset progress value is at least one of the following: Positively correlated with the number of times the target second virtual character is carried and / or thrown; Fixed progress value.

7. The method according to claim 1, characterized in that The method further comprises: The maximum number of target second virtual characters that the first virtual character can carry simultaneously is determined according to the attribute parameters of the first virtual character.

8. The method according to claim 1, characterized in that The method further comprises: When the first virtual character carries the first target second virtual character, a separation control and a separation progress bar are displayed in a graphical user interface of a terminal device that controls the first target second virtual character, wherein the separation progress bar is used to display the separation progress of the first target second virtual character; In response to a triggering operation on the detachment control, controlling the progress growth of the detachment progress bar; When the progress of the separation progress bar reaches a preset threshold, the first target second virtual character is controlled to separate from the first virtual character and return to the state before entering the first target state.

9. The method according to claim 8, characterized in that When the first virtual character simultaneously carries the first target second virtual object and at least one second target second virtual character to move, the method further includes: Displaying a detachment control and a detachment progress bar in the interface of each target second virtual character, wherein the target second virtual character is the second virtual character among the first target second virtual object and at least one second target second virtual character; When the progress of any of the target second virtual characters leaving the progress bar reaches a preset threshold, all the carried target second virtual characters are controlled to simultaneously leave the carrying of the first virtual character and return to the state before entering the first target state.

10. The method according to claim 8, characterized in that The method further comprises: When the progress of the separation progress bar corresponding to the first target first virtual character does not reach a preset threshold, in response to the first virtual character carrying the at least one second target second virtual character, the progress of the separation progress bar corresponding to the first target second virtual character is reset.

11. The method according to claim 3, characterized in that The step of generating an indication mark for indicating direction and / or throwing force in response to the third trigger operation on the second operating control includes: In response to a pressing operation on the second operating control, displaying the indicator in the game scene; In response to a drag operation on the second operation control, the indication direction of the indication mark is controlled to change according to the direction of the drag operation.

12. The method according to claim 3, characterized in that The step of causing harm to the other second virtual character comprises: Determining a target collision second virtual character that collides with the target second virtual character among the other second virtual characters, and controlling to cause a first damage to the target collision second virtual character; Determine the target range based on the collision location; When there are other second virtual characters within the target range, second damage is caused to the other second virtual characters within the target range.

13. The method according to claim 12, characterized in that The target range is related to the attribute parameters of the first virtual character.

14. The method according to claim 8, characterized in that The method further comprises: determining a disengagement mode of the target second virtual character according to the number of times the target second virtual character is carried and / or thrown, wherein the target second virtual character includes at least one second virtual character among the first target second virtual character and the at least one second target second virtual character; According to the disengagement mode, an operation mode for controlling the progress increase of the disengagement progress bar corresponding to the target second virtual character is determined.

15. A control device for a virtual object, characterized in that: The device comprises: an attack module configured to, in response to an attack instruction, control an attack on a first target second virtual character corresponding to the attack instruction, so as to reduce a character attribute of the first target second virtual character; The control module is configured to control the first target second virtual character to enter a first target state in response to the character attribute of the first target second virtual character decreasing to a target threshold, wherein the first target second virtual character in the first target state is restricted from performing a target game behavior, a movement module configured to control the first virtual character to move with the first target second virtual character in response to a first trigger operation on a first operation control of the graphical user interface; When the first virtual character carries the first target second virtual character to a preset range of another second target second virtual character in the first target state, the movement module is further configured to control the first virtual character to move while carrying at least one second target second virtual character in response to a second trigger operation on the first operation control.

16. An electronic device comprising a processor and a memory, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 14 are implemented.

17. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 14 are implemented.