Methods, devices, equipment, and computer-readable storage media for controlling virtual objects
By controlling the state changes of virtual objects and the use of props, the problem of low efficiency in eliminating particulate coverings by virtual objects was solved, thereby improving game interactivity and user retention.
Patent Information
- Application Number
- CN202510532390.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2045-04-25
AI Technical Summary
Existing technologies for eliminating particulate coverings using virtual objects are inefficient and have limited control methods, resulting in poor game interactivity.
By controlling the first virtual object, the state of the second virtual object is changed to the second state, so that it follows the first virtual object to help perform scene exploration tasks. Virtual props are used to expand the scope of action and the number of virtual objects is adjusted to improve efficiency.
It improved the efficiency of virtual objects in completing scene exploration tasks, enriched the gameplay, increased the interactivity and engagement of the game, and improved user retention.
Smart Images

Figure CN120605507B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and computer-readable storage medium for controlling virtual objects. Background Technology
[0002] With the continuous development of computer technology, the types of video games are becoming increasingly diverse. Examples include shooting games, role-playing games, and strategy games. In video games, players can control virtual objects within a virtual environment, such as controlling the movement of virtual objects within the virtual scene.
[0003] In related technologies, virtual scenes are covered by granular coverings (such as sand or snow), and game objects can control virtual objects to move within the virtual scene to eliminate the granular coverings.
[0004] However, the above method of eliminating particulate coverings using virtual objects results in low efficiency in eliminating particulate coverings, and the control method of virtual objects is relatively simple and lacks flexibility, which in turn leads to poor interactivity in the game. Summary of the Invention
[0005] This application provides a method, apparatus, device, and readable storage medium for controlling virtual objects. The technical solution is as follows:
[0006] On one hand, embodiments of this application provide a method for controlling a virtual object, the method comprising:
[0007] The first virtual object displayed in the virtual scene performing the scene exploration task;
[0008] In response to a movement operation on the first virtual object, the first virtual object is controlled to move in the virtual scene in the direction corresponding to the movement operation;
[0009] In the virtual scene, if there is a second virtual object in a first state, the first virtual object is controlled to change the state of the second virtual object to a second state, which is different from the first state.
[0010] When the second virtual object is in the second state, the second virtual object in the second state is displayed to follow the first virtual object, and the second virtual object helps the first virtual object to perform the scene exploration task.
[0011] On the other hand, embodiments of this application provide a control device for a virtual object, the device comprising:
[0012] The display module is used to display the first virtual object performing scene exploration tasks in the virtual scene;
[0013] The control module is configured to respond to a movement operation on the first virtual object and control the first virtual object to move in the virtual scene in the direction corresponding to the movement operation;
[0014] The control module is further configured to, when there is a second virtual object in the first state in the virtual scene, control the first virtual object to change the state of the second virtual object to a second state, the second state being different from the first state;
[0015] The display module is further configured to display, when the second virtual object is in the second state, that the second virtual object follows the first virtual object, and the second virtual object helps the first virtual object perform the scene exploration task.
[0016] In one possible implementation, the virtual scene is covered by a particulate overlay, and the first virtual object holds a first virtual prop, which is used to remove the particulate overlay within the application range of the first virtual prop.
[0017] The control module is used to control the first virtual object to change the state of the second virtual object to the second state through the first virtual prop when there is a second virtual object in the first state in the virtual scene and the second virtual object in the first state is within the application range of the first virtual prop.
[0018] The display module is used to display, when the second virtual object is in the second state, that the second virtual object is in the second state and is holding the second virtual prop and is following the first virtual object, the second virtual prop is used to remove particulate coverings within the application range of the second virtual prop, and the second virtual object helps the first virtual object perform the scene exploration task through the second virtual prop.
[0019] In one possible implementation, the application range of the first virtual prop is determined based on the location, first length, and first angle of the first virtual object, the first length and the first angle being determined based on a target number, the target number being the number of virtual objects whose state has been changed by the first virtual object.
[0020] In one possible implementation, the control module is configured to control the first virtual object to change the state of the second virtual object to a third state through the first virtual object after a first period of time, wherein there is a second virtual object in the virtual scene in a first state, the second virtual object in the first state is located within the application range of the first virtual prop, and the third state is between the first state and the second state.
[0021] In response to the passage of a second period of time, the first virtual object is controlled to change the state of the second virtual object to the second state through the first virtual prop.
[0022] In one possible implementation, the virtual scene is covered by a particulate overlay; the first virtual object holds a first virtual prop, which is used to remove the particulate overlay within the application range of the first virtual prop;
[0023] The device further includes:
[0024] The determination module is used to determine the application scope of the first virtual prop based on the location of the first virtual object after it has been moved.
[0025] The display module is also used to display that the first virtual object removes particulate coverings within the application range of the first virtual prop through the first virtual prop.
[0026] In one possible implementation, the virtual scene is covered by a particulate overlay; the first virtual object holds a first virtual prop, which is used to remove the particulate overlay within the application range of the first virtual prop;
[0027] After the first virtual object changes the state of the second virtual object to the second state, the application scope of the first virtual item held by the first virtual object is greater than the application scope of the first virtual item held by the first virtual object before the first virtual object changes the state of the second virtual object to the second state.
[0028] In one possible implementation, the device further includes:
[0029] The adjustment module is used to adjust the application range of the second virtual item held by the second virtual object when the number of second virtual objects following the first virtual object is greater than a first threshold. The application range of the second virtual item after adjustment is greater than the application range of the second virtual item before adjustment.
[0030] In one possible implementation, the display module is further configured to display a third virtual object when the number of second virtual objects following the first virtual object is a second threshold, wherein the second virtual objects of the second threshold are combined into a third virtual object, the third virtual object holding a third virtual prop, the third virtual prop being used to eliminate particulate coverings within the application range of the third virtual prop, and the application range of the third virtual prop being greater than the sum of the application ranges of the second virtual props held by the second virtual objects of the second threshold.
[0031] In one possible implementation, the display module is further configured to display a prompt message when the second virtual object has resource exploration capabilities and there is a reference virtual resource covered by granular covering in the virtual scene. The prompt message is information from the second virtual object guiding the first virtual object to obtain the reference virtual resource, and the type of the reference virtual resource corresponds to the type of the second virtual object.
[0032] In one possible implementation, the display module is further configured to, in response to the first virtual object releasing a first skill to a target location and the second virtual object releasing a second skill to the target location, display that particulate coverings included in a first area are eliminated, the first area being determined based on the target location, and the first skill and the second skill being different sub-skills in a combination skill.
[0033] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor, so that the computer device implements any of the virtual object control methods described above.
[0034] On the other hand, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the control method of any of the virtual objects described above.
[0035] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned virtual object control methods.
[0036] The technical solution provided in this application has at least the following beneficial effects:
[0037] The technical solution provided in this application allows a game object to control the movement of a first virtual object performing scene exploration tasks within a virtual scene. When a second virtual object in a first state exists in the virtual scene, the first virtual object can be controlled to change the state of the second virtual object to a second state. The second virtual object in the second state then follows the first virtual object to assist it in performing scene exploration tasks, thus accelerating the completion of these tasks and improving efficiency. Furthermore, this method enriches gameplay, increases interactive enjoyment, and enhances the player's sense of participation and accomplishment, thereby improving game interactivity and user retention. Attached Figure Description
[0038] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0039] Figure 1 This is a schematic diagram of a computer system provided in an embodiment of this application;
[0040] Figure 2 This is a flowchart of a virtual object control method provided in an embodiment of this application;
[0041] Figure 3 This is a schematic diagram of a game interface provided in an embodiment of this application;
[0042] Figure 4 This is a schematic diagram of a countdown control provided in an embodiment of this application;
[0043] Figure 5 This is a schematic diagram of another countdown control provided in an embodiment of this application;
[0044] Figure 6 This is a schematic diagram illustrating how the state of a second virtual object is changed to a second state, as provided in an embodiment of this application.
[0045] Figure 7 This is a schematic diagram of another game interface provided in an embodiment of this application;
[0046] Figure 8 This is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application;
[0047] Figure 9 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;
[0048] Figure 10 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0049] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0050] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0051] First, the abbreviations and key terms involved in the embodiments of this application are defined.
[0052] Virtual scene: refers to a scene provided (or displayed) by an application when it runs on a terminal device. This virtual scene is a created environment for virtual objects to perform activities. A virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, etc. A virtual scene can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional scene. For example, the virtual scene involved in this application embodiment is a three-dimensional virtual scene.
[0053] Virtual objects are movable objects within a virtual scene. These objects can be virtual characters, animals, anime characters, etc. Users can manipulate virtual objects through peripheral devices or by clicking on a touchscreen. Each virtual object has its own shape and volume within the virtual scene, occupying a portion of the scene's space. For example, when the virtual scene is three-dimensional, the virtual objects are three-dimensional models created using animation skeletal technology.
[0054] Figure 1 This is a schematic diagram of a computer system provided in an embodiment of this application, such as... Figure 1 As shown, the computer system includes a terminal device 101 and a server 102. The terminal device 101 has a game client installed and running. The virtual object control method provided in this embodiment can be executed by the terminal device 101, or by both the terminal device 101 and the server 102; this embodiment does not limit the execution of this method.
[0055] Server 102 provides background services for the game client installed on terminal device 101. In one possible implementation, server 102 undertakes the main computing work, and terminal device 101 undertakes the secondary computing work. Alternatively, server 102 undertakes the secondary computing work, and terminal device 101 undertakes the main computing work. Or, terminal device 101 and server 102 collaborate on computing using a distributed computing architecture.
[0056] Game clients can be third-person shooter (TPS) games, first-person shooter (FPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMOs), action role-playing games (ARPGs), management strategy games, virtual reality (VR) clients, augmented reality (AR) clients, 3D map programs, map simulation programs, social clients, interactive entertainment clients, etc.
[0057] This application does not limit the type of game client. For example, a game client can be an application that needs to be downloaded and installed, a mini-program that does not need to be downloaded, a web application, etc.
[0058] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.
[0059] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.
[0060] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.
[0061] In the virtual object control method provided in this application, terminal device 101 displays... Figure 1 The game interface shown in (1) is as follows: Figure 1 The game interface shown in Figure (1) displays a first virtual object 103 performing a scene exploration task in a virtual scene. The first virtual object 103 holds a first virtual item 104, and the application range of the first virtual item 104 is 105. In response to a movement operation on the first virtual object 103, the first virtual object 103 is controlled to move in the direction corresponding to the movement operation in the virtual scene. If a second virtual object 106 in a first state exists in the virtual scene, and the second virtual object 106 is within the application range 106 of the first virtual item 106, the first virtual object 103 is controlled to change the state of the second virtual object 106 to a second state through the first virtual item 104. The second state is different from the first state.
[0062] When the first virtual object 103 changes the state of the second virtual object 106 to the second state, the display is shown. Figure 1 The game interface shown in (2) is as follows: Figure 1 The game interface shown in (2) shows a second virtual object 106 in the second state, holding a second virtual item 107, following a first virtual object 103. The second virtual object 106 helps the first virtual object 103 perform scene exploration tasks through the second virtual item 107.
[0063] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.
[0064] This application provides a method for controlling virtual objects, which can be applied to the above-mentioned... Figure 1 The computer system shown is, Figure 2 The flowchart shown in this application embodiment illustrates a method for controlling a virtual object. This method can be implemented by... Figure 1 The terminal device 101 in the middle executes. For example... Figure 2 As shown, the method includes the following steps 201 to 204.
[0065] In step 201, the first virtual object performing the scene exploration task in the virtual scene is displayed.
[0066] In an exemplary embodiment of this application, a game client capable of providing virtual scenes is installed and runs on the terminal device. This game client can be any type of game client, and this embodiment does not limit its scope. For example, the game client is a strategy game client. Multiple virtual objects can be displayed in the virtual scene, and different virtual objects can be controlled by different terminal devices or servers. In addition to displaying virtual objects, virtual elements can also be displayed in the virtual scene. These virtual elements can be any type of element, and this embodiment does not limit their scope. Optionally, virtual elements may include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, sky, plants, snow, buildings, coal briquettes, snowmen, etc. The description of virtual scenes in this application is merely illustrative and does not limit the scope of virtual scenes.
[0067] Optionally, the terminal device's display interface shows information related to the game client. This information can be the game client's name, icon, or other information that represents the game client; this embodiment does not limit this. When a game object wants to run the game client, it triggers the game client's information. The terminal device responds to this triggering operation by running the game client and displays the game interface. The game interface displays a first virtual object performing a scene exploration task in the virtual scene. The scene exploration task is a core task in the game focused on expanding the field of vision and / or collecting resources. The game object can explore the virtual scene by controlling the first virtual object to move and interact within it, thereby advancing the game progress, acquiring virtual resources, or unlocking virtual scenes.
[0068] Optionally, the virtual scene is covered by granular coverings. The scene exploration task is to remove the granular coverings in the virtual scene. Alternatively, if virtual resources exist in the virtual scene, the scene exploration task is to collect the virtual resources in the virtual scene. Or, if virtual resources exist in the virtual scene and are covered by granular coverings, the scene exploration task is to remove the granular coverings in the virtual scene and collect the virtual resources in the virtual scene.
[0069] The triggering operations for game client-related information include at least one of the following: touch operation, gamepad triggering operation, voice command triggering operation, or gesture triggering operation. The triggering operations for other content described below are similar to those for game client-related information; therefore, these will not be elaborated upon in the embodiments of this application when referring to triggering operations for other content.
[0070] Optionally, the virtual scene is covered by a granular overlay, and the first virtual object holds a first virtual prop, which is used to remove the granular overlay within the application range of the first virtual prop.
[0071] The granular covering material can be snow, sand, or other materials, and this application embodiment does not limit this. The application range of the first virtual prop is determined based on the location, length, and angle of the first virtual object. The first length and angle are determined based on the target quantity, which is the number of virtual objects whose state has been changed by the first virtual object. Optionally, the application range of the first virtual prop is a sector with the location of the first virtual object as the vertex, the first length as the radius, and the first angle as an arc angle.
[0072] Optionally, the more virtual objects whose states are changed by the first virtual object, the larger the number of targets, the larger the first length and the first angle, and the wider the application range of the first virtual prop. Conversely, the fewer virtual objects whose states are changed by the first virtual object, the smaller the number of targets, the smaller the first length and the first angle, and the smaller the application range of the first virtual prop.
[0073] For example, if three virtual objects have their states changed by the first virtual object, then the target quantity is three. The first length determined based on the target quantity is 1 meter, and the first angle is 30 degrees. Then the application range of the first virtual prop is a sector with the position of the first virtual object as the vertex, a radius of 1 meter, and an arc angle of 30 degrees.
[0074] In this implementation, the application range of the first virtual prop is a sector with the position of the first virtual object itself as the vertex, the first length as the radius, and the first angle as the arc angle. This greatly expands the application range of the first virtual prop, so that the first virtual object does not need to move much, and the first virtual prop held by the first virtual object can cover a large area, thereby improving the efficiency of the first virtual object in performing scene exploration tasks.
[0075] like Figure 3 This is a schematic diagram of a game interface provided in an embodiment of this application. It shows a first virtual object 301, which holds a first virtual item 302. The application area of the first virtual item 302 is 303, and the first virtual item 302 is used to eliminate particulate coverings within the application area 303.
[0076] In one possible implementation, the game interface also displays the task name of the scene exploration mission, such as... Figure 3 "Area 6" is the task name for the scene exploration task.
[0077] In one possible implementation, the game interface also displays a first control, which is used to display resource information of a first virtual resource. This first virtual resource is a virtual resource obtainable through scene exploration tasks, such as... Figure 3 304 in the diagram represents the first control. In response to a trigger operation on the first control, resource information of the first virtual resource is displayed. The resource information of the first virtual resource can be its resource name, its resource icon, or other information that uniquely identifies the first virtual resource; this embodiment does not limit the specific information provided.
[0078] In this implementation, by displaying a first control, game objects can view the resource information of the first virtual resource that can be obtained after completing the scene exploration task by triggering the first control. This can effectively stimulate the game objects' desire for exploration and their enthusiasm for challenges, and drive the game objects to complete the scene exploration task with clear reward expectations, thereby enhancing the game's enjoyment.
[0079] In one possible implementation, the game interface also displays a second control. This second control is used to display resource information of a second virtual resource, which is the virtual resource perceived by the first virtual object in the virtual scene, such as... Figure 3305 in the diagram represents the second control. In response to a trigger operation on the second control, the resource information of the second virtual resource is displayed. The resource information of the second virtual resource can be the resource name of the second virtual resource, the resource icon of the second virtual resource, or other information that can uniquely identify the second virtual resource; this embodiment of the application does not limit this.
[0080] The second virtual resource can be a virtual resource that the first virtual object has encountered in the virtual scene, a virtual resource that the first virtual object has picked up in the virtual scene, a virtual resource that the first virtual object has obtained by defeating other virtual objects in the virtual scene, or a virtual resource that the first virtual object has obtained by opening a virtual treasure chest in the virtual scene. The source of the second virtual resource is not limited in this application embodiment.
[0081] In this implementation, by displaying a second control, the game object can view the resource information of the second virtual resource that the first virtual object has perceived by triggering the second control. This can effectively stimulate the game object's desire to explore and its enthusiasm for challenges, and drive the game object to complete the scene exploration task with clear reward expectations, thereby enhancing the game's enjoyment.
[0082] In one possible implementation, upon the completion of the scene exploration task by the first virtual object, the second virtual resource is transferred to the account of the controlling object of the first virtual object. That is, the controlling object of the first virtual object can only access the virtual resources perceived by the first virtual object in the virtual scene when the first virtual object completes the scene exploration task. This encourages game objects to control the first virtual object to complete the scene exploration task, increasing the game's playability and enjoyment, and ultimately improving user retention.
[0083] Optionally, the process of transferring the second virtual resource to the account of the controlling object of the first virtual object includes: sending the object information of the controlling object of the first virtual object and the resource information of the second virtual resource to the server, and the server transferring the second virtual resource to the account of the controlling object of the first virtual object.
[0084] Optionally, after the first virtual object completes the scene exploration task, it is also necessary to transfer the first virtual resource to the account of the first virtual object's controller. The process of transferring the first virtual resource to the account of the first virtual object's controller is similar to the process of transferring the second virtual resource to the account of the first virtual object's controller described above, and will not be repeated here in this embodiment.
[0085] In one possible implementation, the game interface also displays a third control. This third control is used to display the item information of the first virtual item and the corresponding upgrade control for the first virtual item, such as... Figure 3 306 in the diagram represents the third control. In response to a trigger operation on the upgrade control corresponding to the first virtual item, the first virtual item is upgraded. The application scope of the upgraded first virtual item is greater than that of the unupgraded first virtual item. The item information of the first virtual item can be its item name, its item icon, or other information that uniquely identifies the first virtual item; this embodiment does not limit this.
[0086] In this implementation, game objects can expand the application scope of the first virtual item by upgrading it, making the gameplay more diverse, thereby increasing the game's interaction rate and user retention rate.
[0087] In one possible implementation, the third control is further used to display the clothing information of the first virtual object and the corresponding upgrade control. In response to the upgrade control, the clothing information of the first virtual object is upgraded, and the upgraded clothing information provides greater cold resistance than the unupgraded clothing information. The clothing information of the first virtual object includes, but is not limited to, information about the clothing and shoes. The clothing information includes, but is not limited to, the name and image of the clothing. The shoe information includes, but is not limited to, the name and image of the shoes.
[0088] In one possible implementation, the game interface also displays a third virtual resource located in the virtual scene. This third virtual resource is used to generate a buff to the first virtual item, such as... Figure 3 307 in the text represents the third virtual resource. When the distance between the first virtual object and the third virtual resource is less than the distance threshold, the first virtual object is shown to pick up the third virtual resource. After the first virtual object picks up the third virtual resource, the application range of the first virtual item held by the first virtual object is greater than the application range of the first virtual item held by the first virtual object before the first virtual object picked up the third virtual resource.
[0089] The distance threshold is set based on experience, or it can be flexibly adjusted according to the implementation environment. This application embodiment does not limit this. For example, the distance threshold is 1 meter.
[0090] In this implementation, the game object can expand the application scope of the first virtual item held by the first virtual object by controlling the first virtual object to pick up the third virtual resource, thereby increasing the playability of the game, enhancing the fun of game interaction, and improving the user retention rate of the game.
[0091] In one possible implementation, if the distance between the first virtual object and the third virtual resource is less than a distance threshold, after the first virtual object picks up the third virtual resource, a countdown control can also be displayed. The countdown control is used to indicate the remaining time that the first virtual item held by the first virtual object has a gain.
[0092] like Figure 4 This is a schematic diagram of a countdown control provided in an embodiment of this application. Figure 4 If the distance between the first virtual object 401 and the third virtual resource 402 shown in (1) is less than the distance threshold, then the first virtual object 401 is shown picking up the third virtual resource 402, and then the display is shown. Figure 4 In (2), a countdown control 403 is displayed, and 404 in the countdown control 403 is the remaining time when the first virtual object has a gain.
[0093] like Figure 5 This is a schematic diagram of another countdown control provided in an embodiment of this application. Figure 5 In step (1), if the distance between the first virtual object 501 and the third virtual resource 502 is less than a distance threshold, then the first virtual object 501 is shown picking up the third virtual resource 502, and then the display is shown. Figure 5 In (2), a countdown control 503 is displayed, which means that the remaining time for the first virtual item held by the first virtual object to have a boost is 10 seconds.
[0094] In this implementation, by displaying a countdown control, the game object can perceive the remaining time that the first virtual item held by the first virtual object has a buff. This allows the game object to clearly understand the status of the first virtual item, so as to reasonably arrange game strategies and actions and give full play to the maximum benefit of the first virtual item.
[0095] In one possible implementation, a progress bar is also displayed in the game interface to indicate the progress of the first virtual object in the scene exploration task. For example... Figure 3 308 in the diagram represents a progress bar. Progress bar 308 indicates that the first virtual object has completed 22% of the scene exploration task. In other words, the first virtual object has completed 22% of the scene exploration task.
[0096] In this implementation, by displaying a progress bar, game objects can intuitively understand the progress of scene exploration tasks, thereby better planning game behavior and expected game results.
[0097] In one possible implementation, the game interface can also display a first quantity and a second quantity. The first quantity is the total number of virtual objects in the virtual scene that are in a first state, and the second quantity is the number of virtual objects whose state has been changed by the first virtual objects. For example... Figure 3 The "5" in the text represents the first quantity, and the "3" represents the second quantity. That is, the virtual scene includes 5 virtual objects in the first state, and the first virtual object changes the state of 3 virtual objects.
[0098] Optionally, the first state can be a frozen state, a state buried in sand, or a state buried in snow; this application embodiment does not limit this. The virtual object whose state is changed by the first virtual object can be a thawed state, a state not buried in sand, or a state not buried in snow.
[0099] Optionally, the game interface also displays object icons for virtual objects in their first state, such as... Figure 3 309 in the text is the object icon of the virtual object in its first state.
[0100] In this implementation, by displaying the first and second quantities, the game object can clearly see the number of virtual objects that have been rescued in the virtual scene and the number of virtual objects that still need to be rescued. This can enhance the sense of accomplishment and urgency in the game, thereby motivating the game object to be more engaged in the game.
[0101] In one possible implementation, the virtual scene also includes scene elements, including but not limited to virtual snowmen, virtual monsters, and virtual treasure chests. The game interface also displays the total number of virtual snowmen included in the virtual scene (e.g., ...). Figure 3 The "1" in the text and the number of virtual snowmen encountered by the first virtual object (e.g., Figure 3 The "0" in the virtual scene, and the total number of virtual treasure chests included in the virtual scene (e.g., the total number of virtual treasure chests included in the virtual scene). Figure 3 The "7" in the text and the number of virtual treasure chests that the first virtual object has opened (e.g., the number of "7" in the text) ... Figure 3 The "2" in the text), the total number of virtual monsters included in the virtual scene (e.g., Figure 3 The "6" in the text) and the number of virtual monsters defeated by the first virtual object (e.g., Figure 3 (4 in the text). The game interface also displays icons for virtual snowmen, virtual monsters, and virtual treasure chests.
[0102] In one possible implementation, the game interface also displays an energy bar. This energy bar indicates the remaining energy of the first virtual item held by the first virtual object. When the remaining energy of the first virtual item held by the first virtual object is not lower than an energy threshold, the first virtual object can change the state of the second virtual object, which is in a first state, through the first virtual item. For example... Figure 3 310 in the figure represents the energy bar. From the energy bar 310, we can know that the remaining energy of the first virtual item held by the first virtual object is 61.
[0103] The energy threshold is set based on experience, or it can be flexibly adjusted according to the implementation environment; this application embodiment does not limit this. For example, the energy threshold is 0.
[0104] In this implementation, by displaying an energy bar, the game object can perceive the remaining energy of the first virtual item held by the first virtual object, so that the game object knows whether the first virtual object can change the state of the second virtual object in the first state in the virtual scene through the first virtual item.
[0105] In one possible implementation, the game interface also displays an increase control to indicate the remaining energy of the first virtual item held by the first virtual object. Optionally, the increase control is displayed in the energy bar, such as... Figure 3 311 in the diagram represents an add control. In response to a trigger operation on the add control, the remaining energy of the first virtual item held by the first virtual object is increased by a third amount. This third amount is set based on experience, or can be flexibly adjusted according to the implementation environment; this embodiment does not limit this. For example, the third amount is 10.
[0106] For example, if the remaining energy of the first virtual item held by the first virtual object is 61, and in response to the trigger operation for adding the control, the remaining energy of the first virtual item held by the first virtual object is increased by 10, then the remaining energy of the first virtual item held by the first virtual object becomes 71.
[0107] In this implementation, by displaying and adding controls, a way is provided for the game object to increase the remaining energy of the first virtual item held by the first virtual object, so that the first virtual item held by the first virtual object can be used for a longer time, thereby extending the game time and increasing the fun of the game.
[0108] In one possible implementation, the game interface also displays the temperature of the virtual scene. For example... Figure 3 The 312 in the figure represents the scene temperature of the virtual scene, which is -4.0 degrees Fahrenheit (°F).
[0109] In this implementation, displaying the temperature of the virtual scene in the game interface allows game objects to have a better understanding of the virtual scene, enhancing the realism and immersion of the game, helping game objects to better integrate into the game world, and may also provide a reference for game strategies.
[0110] In one possible implementation, the game interface also displays resource information and a fourth quantity of the fourth virtual resource. The fourth quantity indicates the number of fourth virtual resources acquired by the first virtual object. The fourth virtual resource is used to adjust the scene temperature of the virtual scene. The resource information of the fourth virtual resource includes, but is not limited to, its icon and name. Figure 3 The 313 in the text represents the resource information of the fourth virtual resource, and "16" represents the fourth quantity. That is, the first virtual object has acquired 16 fourth virtual resources.
[0111] In this implementation, by displaying the resource information and quantity of the fourth virtual resource, the game object can intuitively understand the acquisition status of the fourth virtual resource that can be used to adjust the scene temperature of the virtual environment, so as to reasonably allocate and use the fourth virtual resource according to the game requirements.
[0112] Optionally, since the fourth virtual resource is used to adjust the scene temperature of the virtual scene, the game object can adjust the scene temperature of the virtual scene by consuming the fourth virtual resource. In one possible implementation, in response to a trigger operation on resource information of the fourth virtual resource, the scene temperature of the virtual scene is increased to a reference temperature by consuming a reference number of fourth virtual resources. The reference number and reference temperature are set based on experience, or can be flexibly adjusted according to the implementation environment; this embodiment does not limit this. For example, the reference number is 10, and the reference temperature is 1 degree Fahrenheit, meaning that the scene temperature of the virtual scene is increased by 1 degree Fahrenheit by consuming 10 fourth virtual resources.
[0113] Optionally, in response to a triggering operation regarding resource information of the fourth virtual resource, if the number of fourth virtual resources already acquired by the first virtual object is not less than a reference number, a deduction request is sent to the server. The deduction request includes the reference number, resource information of the fourth virtual resource, and object information of the game object. The server deducts the reference number of fourth virtual resources from the game object's account. If the server successfully deducts the resources, it sends a deduction success message to the terminal device. Consequently, the scene temperature of the displayed virtual scene on the terminal device increases by the reference temperature, and the number of fourth virtual resources already acquired by the first virtual object decreases by the reference number. This achieves the purpose of adjusting the scene temperature of the virtual scene by consuming the fourth virtual resource.
[0114] For example, the scene temperature of the virtual scene displayed on the terminal device is -4.0 degrees Fahrenheit, and the number of fourth virtual resources acquired by the first virtual object is 16. In response to a trigger operation for resource information of the fourth virtual resource, the terminal device displays the scene temperature of the virtual scene as -3.0 degrees Fahrenheit and the number of fourth virtual resources acquired by the first virtual object as 6.
[0115] In step 202, in response to a movement operation on the first virtual object, the first virtual object is controlled to move in the virtual scene in the direction corresponding to the movement operation.
[0116] In one possible implementation, the game interface also displays control controls used to control the movement of the first virtual object within the virtual scene, such as... Figure 3 314 in the diagram represents a control. In response to a drag operation on the control, a move operation is triggered on the first virtual object, which in turn moves the first virtual object in the virtual scene in the direction corresponding to the move operation. The direction corresponding to the move operation is the same as the direction corresponding to the drag operation.
[0117] Optionally, in response to a leftward drag operation on the control, the first virtual object is moved to the left in the virtual scene. In response to a rightward drag operation on the control, the first virtual object is moved to the right in the virtual scene. In response to a downward drag operation on the control, the first virtual object is moved downward in the virtual scene. In response to an upward drag operation on the control, the first virtual object is moved upward in the virtual scene. In response to a drag operation on the control in other directions, the first virtual object is moved in other directions in the virtual scene.
[0118] In one possible implementation, after controlling the first virtual object to move in the direction corresponding to the movement operation in the virtual scene, the application range of the first virtual prop is determined according to the position of the first virtual object after movement; the first virtual object is displayed to remove the particulate covering within the application range of the first virtual prop through the first virtual prop.
[0119] The process of determining the application scope of the first virtual prop based on the location of the first virtual object after it has been moved includes: determining the application scope of the first virtual prop based on the location of the first virtual object after it has been moved and the number of virtual objects whose states have been changed by the first virtual object.
[0120] Optionally, the first length and first angle are determined based on the number of virtual objects whose states have been changed by the first virtual object, and the application range of the first virtual prop is determined based on the first length, the first angle, and the position of the first virtual object after movement. This process has been described in step 201 above and will not be repeated here.
[0121] This implementation method allows for flexible exploration of the first virtual object within the virtual scene, dynamically triggering the elimination effect of the first virtual prop based on actual movement, thus increasing the strategic and fun aspects of the operation. It also provides visual feedback and a sense of accomplishment by intuitively presenting the process of the first virtual prop eliminating granular coverings, while simultaneously driving the scene exploration process, unlocking new areas and content, and enhancing the game's immersion and playability.
[0122] In step 203, if there is a second virtual object in the first state in the virtual scene, the first virtual object is controlled to change the state of the second virtual object to the second state, which is different from the first state.
[0123] In one possible implementation, if a second virtual object exists in a first state within the virtual scene, the first virtual object is controlled to move towards the second virtual object in the first state, so that the second virtual object in the first state is within the application range of the first virtual prop. When the second virtual object in the first state is within the application range of the first virtual prop, the first virtual object is controlled to change the state of the second virtual object to the second state via the first virtual prop. For example... Figure 3 315 in the text refers to the second virtual object in the first state.
[0124] The first state is frozen, and the second state is thawed. The first state is buried in sand, and the second state is not buried in sand. The first state is buried in snow, and the second state is not buried in snow.
[0125] In this implementation, when the second virtual object in the first state is within the application range of the first virtual item held by the first virtual object, the first virtual object is controlled to change the state of the second virtual object through the first virtual item, so as to make the way in which the first virtual object changes the state of the second virtual object visible, and make the game object more aware of the process of the first virtual object changing the state of the second virtual object.
[0126] In one possible implementation, there exists a second virtual object in a first state in a virtual scene. The second virtual object in the first state is within the application range of the first virtual prop. When the remaining energy of the first virtual prop held by the first virtual object is greater than the energy threshold, the first virtual object is controlled to change the state of the second virtual object to the second state through the first virtual prop.
[0127] In this implementation, the first virtual object can only change the state of the second virtual object through the first virtual object when the remaining energy of the first virtual item held by the first virtual object is greater than the energy threshold, making the way in which the first virtual object changes the state of the second virtual object more in line with the actual situation.
[0128] In one possible implementation, there exists a second virtual object in a first state in a virtual scene. The second virtual object in the first state is located within the application range of the first virtual prop. After a first period of time, the first virtual object is controlled to change the state of the second virtual object to a third state through the first virtual prop. In response to a second period of time, the first virtual object is controlled to change the state of the second virtual object to a second state through the first virtual prop.
[0129] The first and second durations are set based on experience or can be flexibly adjusted according to the implementation environment. This application embodiment does not limit this; the first and second durations can be the same or different. For example, the first duration is 2 seconds and the second duration is 3 seconds. The third state is between the first and second states. For example, if the first state is frozen and the second state is thawed, then the third state is partially thawed. Another example is that the first state is buried in snow, the second state is not buried in snow, and the third state is partially buried in snow. Yet another example is that the first state is buried in sand, the second state is not buried in sand, and the third state is partially buried in sand.
[0130] like Figure 6 This is a schematic diagram illustrating how the state of a second virtual object is changed to a second state, as provided in an embodiment of this application. Figure 6 In (1), a first virtual object 601 and a second virtual object 602 in a first state are displayed. The first virtual object 601 holds a first virtual item 603, and the second virtual object 602 is not located within the application range 604 of the first virtual item 603 held by the first virtual object 601. In response to a movement operation on the first virtual object 601, the first virtual object 601 is controlled to move in the direction corresponding to the movement operation, thereby displaying... Figure 6 In (2), the second virtual object 602 is located within the application range 604 of the first virtual item 603 held by the first virtual object 601. At this time, the first virtual object 601 is controlled to change the state of the second virtual object 602 through the first virtual item 603. After the first duration, it is displayed. Figure 6 In (3), the first virtual object 601 changes the state of the second virtual object 602 to the third state (semi-thawed state) through the first virtual prop 603, and after a second period of time, it is displayed. Figure 6In (4), the first virtual object 601 changes the state of the second virtual object 602 to the second state (thawed state) through the first virtual prop 603.
[0131] In this implementation, by showing the state of the second virtual object changing from the first state to the second state in stages, the game provides clear feedback to the game object, allowing players to intuitively see the activation process of the first virtual item and enhance their sense of participation in the game. On the other hand, it extends the timeline of state changes, adds strategic elements to the game, and enriches the gameplay and fun.
[0132] In one possible implementation, if a second virtual object exists in the virtual scene in a first state, a reference icon can be displayed at the reference position of the second virtual object in the first state. The reference icon indicates that the second virtual object is in the first state. Figure 3 316 in the figure is a reference icon. The reference position of the second virtual object can be the top of the second virtual object, the left side of the second virtual object, the right side of the second virtual object, or the bottom of the second virtual object. This application embodiment does not limit the reference position of the second virtual object.
[0133] In step 204, when the second virtual object is in the second state, the second virtual object in the second state is displayed to follow the first virtual object, and the second virtual object helps the first virtual object to perform scene exploration tasks.
[0134] In one possible implementation, after the first virtual object changes the state of the second virtual object to the second state, it is displayed as being in the second state, and the second virtual object holding the second virtual prop follows the first virtual object. The second virtual prop is used to remove particulate coverings within the application range of the second virtual prop, and the second virtual object helps the first virtual object perform scene exploration tasks through the second virtual prop.
[0135] The type of the second virtual prop may be the same as or different from that of the first virtual prop; this embodiment does not limit this. The application range of the second virtual prop is determined based on the location of the second virtual object holding the second virtual prop, the second length, and the second angle. Optionally, the application range of the second virtual prop is a sector with the location of the second virtual object holding the second virtual prop as the vertex, the second length as the radius, and the second angle as an arc angle. The second length and the second angle are set based on experience, or can be flexibly adjusted according to the implementation environment; this embodiment does not limit this. For example, the second length is 30 centimeters, and the second angle is 10 degrees.
[0136] In this implementation, the second virtual object uses a second virtual prop to help the first virtual object perform scene exploration tasks. This not only enables the first virtual object to gain more assistance when performing scene exploration tasks, enhances its ability to cope with complex scenes and difficult challenges, and improves exploration efficiency, but also enriches the interactive elements in the scene, making the virtual scene more vivid and realistic, increasing the fun and playability of the game, and bringing a richer and more diverse gaming experience to the game objects.
[0137] Optionally, when the first virtual object changes the state of the second virtual object to the second state, first information is displayed, which is a thank-you message from the second virtual object to the first virtual object; in response to a triggering operation on the first information, second information is displayed, which is a response message from the first virtual object to the second virtual object; in response to a triggering operation on the second information, the second virtual object in the second state is shown to follow the first virtual object.
[0138] The content of the first information and the content of the second information can be arbitrary, and this application embodiment does not limit this. Optionally, the content of the first information and the content of the second information are set by the game developers.
[0139] like Figure 7 This is a schematic diagram of another game interface provided in an embodiment of this application. Figure 7 (1) shows a second virtual object 702 whose state has been changed by the first virtual object 701 and a first piece of information 703. The second virtual object 702 is in a second state. In response to a trigger operation on the first piece of information 703, the following is displayed: Figure 7 (2) in which the second information 704 is displayed; in response to a trigger operation on the second information 704, the following is displayed: Figure 7 In (3), a second virtual object 702 is shown that follows the first virtual object 701 and holds a second virtual item 705.
[0140] In one possible implementation, after the first virtual object changes the state of the second virtual object to the second state, the application scope of the first virtual item held by the first virtual object is greater than the application scope of the first virtual item held by the first virtual object before changing the state of the second virtual object to the second state. Optionally, before the first virtual object changes the state of the second virtual object to the second state, the application scope of the first virtual item held by the first virtual object is a first application scope; after the first virtual object changes the state of the second virtual object to the second state, the application scope of the first virtual item held by the first virtual object is a second application scope. The second application scope is greater than the first application scope.
[0141] In this implementation, after the first virtual object changes the state of the second virtual object to the second state, the application scope of the first virtual item held by the first virtual object becomes larger. On the one hand, this allows game objects to intuitively feel the positive feedback brought by the first virtual object's behavior of changing the state of the second virtual object, enhancing their sense of accomplishment and motivation, and encouraging game objects to control the first virtual object to change the state of more virtual objects in the first state, thus enhancing the game's interactivity. On the other hand, the expanded application scope of the first virtual item enriches the game's strategic dimensions, making subsequent scene exploration tasks more efficient, improving the game's fun and replayability, and thus enhancing the game's user retention rate.
[0142] In one possible implementation, after the first virtual object changes the state of the second virtual object to the second state in step 203 above, it is displayed as being in the second state, and the second virtual object holding the second virtual prop moves from the location of the second virtual object to the first position, and the second virtual object uses the second virtual prop to eliminate the particulate covering that exists during the process of the second virtual object moving from the location of the second virtual object to the first position.
[0143] The first position refers to the location of the camp in the game, or the first position refers to the location of the base corresponding to the second virtual object.
[0144] In this implementation, when the first virtual object changes the state of the second virtual object, the second virtual object will either go to the camp or return to its own base. It can also use the second virtual prop to remove the granular covering on the way to the camp (base), which can help the first virtual object complete the scene exploration task.
[0145] In one possible implementation, after the second virtual object in the second state follows the first virtual object, if the number of second virtual objects following the first virtual object is greater than a first threshold, the application range of the second virtual item held by the second virtual object is adjusted, and the application range of the second virtual item after adjustment is greater than the application range of the second virtual item before adjustment.
[0146] The first threshold is set based on experience, or it can be flexibly adjusted according to the implementation environment. This application embodiment does not limit this. For example, the first threshold is 3.
[0147] Optionally, the adjusted application range of the second virtual prop is determined based on the location of the second virtual object holding the second virtual prop, the third length, and the third angle. Optionally, the adjusted application range of the second virtual prop is a sector with the location of the second virtual object holding the second virtual prop as the vertex, the third length as the radius, and the third angle as an arc angle. The third length and third angle are set based on experience, or can be flexibly adjusted according to the implementation environment; this embodiment does not limit this. The third length is greater than the second length, and / or the third angle is greater than the second angle.
[0148] In this implementation, when the number of second virtual objects following the first virtual object exceeds a first threshold, the application range of the second virtual prop held by the second virtual object is expanded. Since the second virtual object eliminates particulate coverings within the application range of the second virtual prop through the second virtual prop, the efficiency of the second virtual object in eliminating particulate coverings can be improved, thereby improving the execution efficiency of the first virtual object in performing scene exploration tasks.
[0149] In one possible implementation, the virtual objects following the first virtual object are arranged according to a target formation. The target formation is the formation selected by the game object. Alternatively, the target formation is a formation determined based on the number of virtual objects following the first virtual object; this application embodiment does not limit the method of determining the target formation.
[0150] Optionally, at least two optional formations are displayed, the number of which corresponds to the number of virtual objects following the first virtual object; in response to a trigger operation on any of the optional formations, the triggered formation is determined as the target formation, and then the virtual objects following the first virtual object are displayed according to the target formation.
[0151] Optionally, a formation corresponding to the number of virtual objects following the first virtual object is determined, and any formation among the formations corresponding to the number of virtual objects following the first virtual object is taken as the target formation, and then the virtual objects following the first virtual object are displayed according to the target formation.
[0152] In one possible implementation, after the second virtual object in the second state follows the first virtual object, if the number of second virtual objects following the first virtual object is a second threshold, the second virtual objects displaying the second threshold are combined into a third virtual object. The third virtual object holds a third virtual prop. The third virtual prop is used to remove particulate coverings within the application range of the third virtual prop. The application range of the third virtual prop is greater than the sum of the application ranges of the second virtual props held by the second virtual object at the second threshold.
[0153] The second threshold is set based on experience, or can be flexibly adjusted according to the implementation environment; this application embodiment does not limit this. For example, the second threshold is 5.
[0154] In this implementation, when the number of second virtual objects following the first virtual object reaches a second threshold, the second virtual objects following the first virtual object are combined into a third virtual object. The third virtual object holds a third virtual prop with a wider application range. The third virtual object uses the third virtual prop to eliminate the granular covering within its application range. This not only enhances the visual impact and strategic surprise, highlighting the charm and power of teamwork, but also greatly improves the efficiency of scene exploration, accelerates the game process, and brings a more efficient and rewarding gaming experience to the game objects.
[0155] In one possible implementation, the second virtual object, which is in the second state, follows the first virtual object. When the second virtual object has resource exploration capabilities and there is a reference virtual resource covered by granular coverings in the virtual scene, a prompt message is displayed. The prompt message is information on how the second virtual object guides the first virtual object to obtain the reference virtual resource. The type of the reference virtual resource corresponds to the type of the second virtual object.
[0156] The content of the prompt message can be any information that can guide the first virtual object to obtain the reference virtual resource; this application embodiment does not limit this.
[0157] In this implementation, when the second virtual object has resource exploration capabilities, and there is a reference virtual resource in the virtual scene corresponding to the type of the second virtual object, and the reference virtual resource is covered by a granular covering, a prompt message is displayed. This can not only strengthen the correlation and cooperation between the first and second virtual objects and improve the efficiency of scene exploration, but also enhance the logic and fun of resource acquisition in the virtual scene, bringing a smoother and more immersive gaming experience.
[0158] In one possible implementation, a second virtual object in a second state follows a first virtual object. In response to the first virtual object releasing a first skill to a target location and the second virtual object releasing a second skill to the target location, the particulate coverings in the first area are removed. The first area is determined based on the target location, and the first and second skills are different sub-skills in a combo skill.
[0159] The target location is defined as a position within a first distance from the first virtual object, located in the target direction of the first virtual object. The target direction can be any direction, and this embodiment does not limit this. For example, the target direction is north. The first distance is set based on experience, or can be flexibly adjusted according to the implementation environment; this embodiment does not limit this. For example, the first distance is 5 meters. Therefore, the target location is located 5 meters north of the first virtual object.
[0160] Optionally, the target location is a location in the virtual scene covered by granular coverings, and the first region includes the region covered by granular coverings.
[0161] In this application embodiment, the order in which the first virtual object releases the first skill to the target location and the second virtual object releases the second skill to the target location is not limited. It is permissible for the first virtual object to release the first skill first, followed by the second virtual object releasing the second skill; or for the second virtual object to release the second skill first, followed by the first virtual object releasing the first skill; or for both virtual objects to release their skills simultaneously.
[0162] Optionally, the process of determining the first region includes: determining the target length; and determining a circle with the target location as the center and the target length as the radius as the first region. The target length is set based on experience or adjusted according to the implementation environment, and this embodiment does not limit this.
[0163] Optionally, the game interface also displays a skill release control, which, in response to a trigger operation on the skill release control, controls the first virtual object to release the first skill at the target location.
[0164] Optionally, the first skill released by the first virtual object toward the target location can be a skill that blows up the particulate covering in the first area, and the second skill released by the second virtual object toward the target location can be a skill that throws particulate covering removal items at the target location. In this way, the particulate covering in the first area can be removed by the first skill released by the first virtual object and the second skill released by the second virtual object.
[0165] Alternatively, the first skill released by the first virtual object towards the target location could be a skill that throws a particle-shaped covering item to the target location to eliminate it, and the second skill released by the second virtual object towards the target location could be a skill that throws a speed-up item to the target location, thus quickly eliminating the particle-shaped covering in the first area.
[0166] Among them, the particulate cover removal item is used to remove particulate cover. The speed-up item is used to increase the removal speed of the particulate cover removal item. For example, if the particulate cover is a fireball, the speed-up item is a match.
[0167] Optionally, the first skill released by the first virtual object toward the target location is a skill that transforms the particulate covering in the first area into a first object, and the second skill released by the second virtual object toward the target location is a skill that eliminates the first object. In this way, the particulate covering in the first area can be eliminated by the first skill released by the first virtual object and the second skill released by the second virtual object.
[0168] For example, the first skill can transform the granular covering in the first area into a snowman, or the first skill can transform the granular covering in the first area into a frozen man.
[0169] In this implementation, when the first virtual object and the second virtual object release different sub-skills from the combo skill to the target location, the granular coverings in the first area determined accordingly are eliminated. This not only enhances the strategic cooperation and interaction between the first and second virtual objects, allowing game objects to experience the charm and power of the combo skill, but also improves the sense of accomplishment in the game with intuitive visual feedback, enriches the gameplay and exploration fun, and optimizes the immersive experience of game objects.
[0170] In one possible implementation, when the first virtual object changes the state of the second virtual object to the second state, it can also be shown that the first virtual object is driving a virtual vehicle in the second state, and the second virtual object holding the second virtual prop is riding in the virtual vehicle. The second virtual object uses the second virtual prop to remove the particulate covering. The virtual vehicle is used to speed up the first virtual object to complete the scene exploration task.
[0171] The maximum number of objects a virtual vehicle can carry is no less than the sum of the number of the first virtual object and the number of virtual objects whose states have been changed by the first virtual object. For example, if the number of virtual objects whose states have been changed by the first virtual object is 3, then the maximum number of objects a virtual vehicle can carry is no less than 4. Or, if the number of virtual objects whose states have been changed by the first virtual object is 6, then the maximum number of objects a virtual vehicle can carry is no less than 7.
[0172] For example, if the number of virtual objects whose state is changed by the first virtual object is 1, then the virtual vehicle is a virtual motorcycle. If the number of virtual objects whose state is changed by the first virtual object is 3, then the virtual vehicle is a virtual van.
[0173] In one possible implementation, the second virtual object riding the virtual vehicle is also used to acquire virtual resources in the virtual scene. Furthermore, the virtual resources acquired by the second virtual object are transferred to the resource collection tool corresponding to the first virtual object. The resource collection tool corresponding to the first virtual object can be the first virtual object's backpack, or other tools capable of collecting resources; this application embodiment does not limit this.
[0174] The above method allows game objects to control the movement of a first virtual object performing scene exploration tasks within a virtual environment. When a second virtual object in a first state exists within the virtual environment, the first virtual object can be controlled to change the second virtual object's state to the second state. The second virtual object in the second state then follows the first virtual object, assisting it in performing scene exploration tasks. This speeds up the completion of scene exploration tasks, thereby improving the efficiency of the first virtual object's task completion. Furthermore, this method enriches gameplay, increases interactive enjoyment, and enhances the game object's sense of participation and accomplishment, ultimately improving game interactivity and user retention.
[0175] Taking a scene exploration task as a task to clear particulate cover (e.g., snow) as an example, a first virtual object is displayed in the virtual scene to perform the particulate cover clearing task. The first virtual object holds a first virtual prop, which is used to clear particulate cover. In response to a movement operation on the first virtual object, the first virtual object is controlled to move in the direction corresponding to the movement operation in the virtual scene and clear the particulate cover within the application range of the first virtual prop. If a second virtual object exists in the virtual scene in a frozen state, and the frozen second virtual object is within the application range of the first virtual prop held by the first virtual object, the first virtual object is controlled to change the state of the second virtual object to a thawed state. When the second virtual object is in a thawed state, the second virtual object, which is in a thawed state and holds a second virtual prop, is displayed to follow the first virtual object. The second virtual prop is used to clear particulate cover, and the second virtual object helps the first virtual object perform the particulate cover clearing task through the second virtual prop.
[0176] Figure 8 The diagram shown is a structural schematic of a virtual object control device provided in an embodiment of this application. Figure 8 As shown, the device includes:
[0177] Display module 801 is used to display the first virtual object performing scene exploration tasks in the virtual scene;
[0178] Control module 802 is used to respond to a movement operation on the first virtual object and control the first virtual object to move in the direction corresponding to the movement operation in the virtual scene;
[0179] The control module 802 is also used to control the first virtual object to change the state of the second virtual object to the second state when there is a second virtual object in the first state in the virtual scene, and the second state is different from the first state.
[0180] The display module 801 is also used to display, when the second virtual object is in the second state, that the second virtual object follows the first virtual object, and the second virtual object helps the first virtual object perform scene exploration tasks.
[0181] In one possible implementation, the virtual scene is covered by a granular overlay, and a first virtual object holds a first virtual prop, which is used to remove the granular overlay within the application range of the first virtual prop.
[0182] The control module 802 is used to control the first virtual object to change the state of the second virtual object to the second state through the first virtual prop when there is a second virtual object in the first state in the virtual scene and the second virtual object in the first state is within the application range of the first virtual prop.
[0183] Display module 801 is used to display, when the second virtual object is in the second state, that the second virtual object is in the second state and is holding the second virtual prop and is following the first virtual object. The second virtual prop is used to remove particulate coverings within the application range of the second virtual prop. The second virtual object helps the first virtual object perform scene exploration tasks through the second virtual prop.
[0184] In one possible implementation, the application scope of the first virtual prop is determined based on the location, length, and angle of the first virtual object. The first length and angle are determined based on the target quantity, which is the number of virtual objects whose state has been changed by the first virtual object.
[0185] In one possible implementation, the control module 802 is used to control the first virtual object to change the state of the second virtual object to a third state through the first virtual object after a first period of time, given that there is a second virtual object in a first state in the virtual scene, the second virtual object in the first state is located within the application range of the first virtual prop, and the state of the second virtual object is between the first state and the second state after a first period of time.
[0186] In response to the passage of a second period of time, the first virtual object is controlled to change the state of the second virtual object to the second state through the first virtual prop.
[0187] In one possible implementation, the virtual scene is covered by a granular overlay; a first virtual object holds a first virtual prop, which is used to remove the granular overlay within the application range of the first virtual prop;
[0188] The device also includes:
[0189] The determination module is used to determine the application scope of the first virtual prop based on the location of the first virtual object after it has been moved.
[0190] The display module 801 is also used to display the first virtual object removing particulate coverings within the application range of the first virtual prop through the first virtual prop.
[0191] In one possible implementation, the virtual scene is covered by a granular overlay; a first virtual object holds a first virtual prop, which is used to remove the granular overlay within the application range of the first virtual prop;
[0192] After the first virtual object changes the state of the second virtual object to the second state, the application scope of the first virtual item held by the first virtual object is greater than the application scope of the first virtual item held by the first virtual object before the first virtual object changes the state of the second virtual object to the second state.
[0193] In one possible implementation, the device further includes:
[0194] The adjustment module is used to adjust the application range of the second virtual item held by the second virtual object when the number of second virtual objects following the first virtual object is greater than a first threshold. The application range of the second virtual item after adjustment is greater than the application range of the second virtual item before adjustment.
[0195] In one possible implementation, the display module 801 is further configured to display a combination of the second virtual objects that follow the first virtual object as a third virtual object when the number of the second virtual objects following the first virtual object is a second threshold. The third virtual object holds a third virtual prop, which is used to remove particulate coverings within the application range of the third virtual prop. The application range of the third virtual prop is greater than the sum of the application ranges of the second virtual props held by the second virtual object of the second threshold.
[0196] In one possible implementation, the display module 801 is further configured to display a prompt message when the second virtual object has resource exploration capabilities and there is a reference virtual resource covered by granular covering in the virtual scene. The prompt message is information on how the second virtual object guides the first virtual object to obtain the reference virtual resource, and the type of the reference virtual resource corresponds to the type of the second virtual object.
[0197] In one possible implementation, the display module 801 is further configured to respond to a first virtual object releasing a first skill to a target location and a second virtual object releasing a second skill to a target location, thereby displaying that the particulate covering included in the first area is eliminated, the first area being determined based on the target location, and the first and second skills being different sub-skills in a combination skill.
[0198] The aforementioned device allows game objects to control the movement of a first virtual object performing scene exploration tasks within a virtual environment. When a second virtual object in a first state exists within the virtual environment, the first virtual object can be controlled to change the second virtual object's state to the second state. The second virtual object in the second state then follows the first virtual object, assisting it in performing scene exploration tasks. This accelerates the completion of scene exploration tasks, thereby improving the efficiency of the first virtual object's task completion. Furthermore, it enriches gameplay, increases interactive enjoyment, and enhances the player's sense of participation and accomplishment, ultimately improving game interactivity and user retention.
[0199] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.
[0200] Figure 9 This illustration shows a structural block diagram of a terminal device 900 provided in an exemplary embodiment of this application. The terminal device 900 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.
[0201] Typically, terminal device 900 includes a processor 901 and a memory 902.
[0202] Processor 901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0203] The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 902 are used to store at least one instruction, which is executed by the processor 901 to implement the virtual object control method provided in the method embodiments of this application.
[0204] In some embodiments, the terminal device 900 may optionally include a peripheral device interface 903 and at least one peripheral device. The processor 901, memory 902, and peripheral device interface 903 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 904, a display screen 905, a camera assembly 906, an audio circuit 907, and a power supply 908.
[0205] Peripheral device interface 903 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 901 and memory 902. In some embodiments, processor 901, memory 902 and peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 901, memory 902 and peripheral device interface 903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0206] The radio frequency (RF) circuit 904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 904 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 904 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0207] Display screen 905 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 905 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 901 for processing. In this case, display screen 905 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 905, disposed on the front panel of terminal device 900; in other embodiments, there may be at least two display screens 905, disposed on different surfaces of terminal device 900 or in a folded design; in other embodiments, display screen 905 may be a flexible display screen, disposed on a curved or folded surface of terminal device 900. Furthermore, display screen 905 may be configured as a non-rectangular irregular shape, i.e., a non-rectangular screen. Display screen 905 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0208] The camera assembly 906 is used to acquire images or videos. Optionally, the camera assembly 906 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device 900, and the rear-facing camera is located on the back of the terminal device 900. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 906 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0209] The audio circuit 907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 901 for processing, or to the radio frequency circuit 904 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal device 900. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 901 or the radio frequency circuit 904 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 907 may also include a headphone jack.
[0210] Power supply 908 is used to supply power to the various components in terminal device 900. Power supply 908 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 908 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0211] In some embodiments, the terminal device 900 further includes one or more sensors 909. The one or more sensors 909 include, but are not limited to, an accelerometer 910, a gyroscope 911, a pressure sensor 912, an optical sensor 913, and a proximity sensor 914.
[0212] Accelerometer 910 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal device 900. For example, accelerometer 910 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 901 can control display screen 905 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 910. Accelerometer 910 can also be used for games or for acquiring user motion data.
[0213] The gyroscope sensor 911 can detect the orientation and rotation angle of the terminal device 900. The gyroscope sensor 911, in conjunction with the accelerometer sensor 910, can collect the user's 3D movements on the terminal device 900. Based on the data collected by the gyroscope sensor 911, the processor 901 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0214] The pressure sensor 912 can be disposed on the side bezel of the terminal device 900 and / or on the lower layer of the display screen 905. When the pressure sensor 912 is disposed on the side bezel of the terminal device 900, it can detect the user's grip signal on the terminal device 900, and the processor 901 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 912. When the pressure sensor 912 is disposed on the lower layer of the display screen 905, the processor 901 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0215] An optical sensor 913 is used to collect ambient light intensity. In one embodiment, the processor 901 can control the display brightness of the display screen 905 based on the ambient light intensity collected by the optical sensor 913. Specifically, when the ambient light intensity is high, the display brightness of the display screen 905 is increased; when the ambient light intensity is low, the display brightness of the display screen 905 is decreased. In another embodiment, the processor 901 can also dynamically adjust the shooting parameters of the camera assembly 906 based on the ambient light intensity collected by the optical sensor 913.
[0216] The proximity sensor 914, also known as a distance sensor, is typically located on the front panel of the terminal device 900. The proximity sensor 914 is used to detect the distance between the user and the front of the terminal device 900. In one embodiment, when the proximity sensor 914 detects that the distance between the user and the front of the terminal device 900 is gradually decreasing, the processor 901 controls the display screen 905 to switch from a screen-on state to a screen-off state; when the proximity sensor 914 detects that the distance between the user and the front of the terminal device 900 is gradually increasing, the processor 901 controls the display screen 905 to switch from a screen-off state to a screen-on state.
[0217] Those skilled in the art will understand that Figure 9 The structure shown does not constitute a limitation on the terminal device 900, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0218] Figure 10This is a schematic diagram of the server structure provided in the embodiments of this application. The server 1000 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1001 and one or more memories 1002. The one or more memories 1002 store at least one line of program code, which is loaded and executed by the one or more processors 1001 to implement the virtual object control methods provided in the various method embodiments described above. Of course, the server 1000 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1000 may also include other components for implementing device functions, which will not be elaborated here.
[0219] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code that is loaded and executed by a processor to enable a computer to implement any of the above-described virtual object control methods.
[0220] Optionally, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0221] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described virtual object control methods.
[0222] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0223] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0224] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A control method of a virtual object, characterized by, The method comprises: displaying a first virtual object performing a scene exploration task in a virtual scene; in response to a movement operation for the first virtual object, controlling the first virtual object to move in the virtual scene in a direction corresponding to the movement operation; in a case where a second virtual object in a first state exists in the virtual scene, controlling the first virtual object to change the state of the second virtual object to a second state, the second state being different from the first state; in a case where the second virtual object is in the second state, displaying the second virtual object in the second state following the first virtual object, the second virtual object helping the first virtual object to perform the scene exploration task; in a case where the number of second virtual objects following the first virtual object is a second threshold, displaying the second threshold of the second virtual objects combining into a third virtual object, the third virtual object holding a third virtual prop, the third virtual prop being used to eliminate granular coverings within an application range of the third virtual prop, the application range of the third virtual prop being greater than the sum of the application ranges of the second virtual props held by the second threshold of the second virtual objects.
2. The method of claim 1, wherein, the virtual scene is covered with granular coverings, the first virtual object holds a first virtual prop, the first virtual prop being used to eliminate granular coverings within an application range of the first virtual prop; the case where a second virtual object in a first state exists in the virtual scene, the controlling the first virtual object to change the state of the second virtual object to a second state comprises: in a case where a second virtual object in a first state exists in the virtual scene, and the second virtual object in the first state is located in the application range of the first virtual prop, controlling the first virtual object to change the state of the second virtual object to a second state by the first virtual prop; the case where the second virtual object is in the second state, the displaying the second virtual object in the second state following the first virtual object comprises: in a case where the second virtual object is in the second state, displaying the second virtual object in the second state and holding a second virtual prop, the second virtual prop being used to eliminate granular coverings within an application range of the second virtual prop, the second virtual object helping the first virtual object to perform the scene exploration task by the second virtual prop.
3. The method of claim 2, wherein, the application range of the first virtual prop is determined based on a position where the first virtual object is located, a first length, and a first angle, the first length and the first angle being determined based on a target number, the target number being the number of virtual objects whose states are changed by the first virtual object.
4. The method of claim 2, wherein, In a case where the second virtual object in the first state exists in the virtual scene and the second virtual object in the first state is located in the application range of the first virtual prop, and a first time duration elapses, the method further includes: In a case where the second virtual object in the first state exists in the virtual scene and the second virtual object in the first state is located in the application range of the first virtual prop, and a first time duration elapses, the method further includes: In response to a second time duration elapsing, the method further includes:
5. The method of claim 1, wherein, The virtual scene is covered with granular coverings; the first virtual object holds a first virtual prop, and the first virtual prop is used to eliminate the granular coverings within the application range of the first virtual prop; The method further includes: According to the position of the first virtual object after the movement, the application range of the first virtual prop is determined; The first virtual object eliminates the granular coverings within the application range of the first virtual prop through the first virtual prop.
6. The method according to any one of claims 1 to 5, characterized in that, The virtual scene is covered with granular coverings; the first virtual object holds a first virtual prop, and the first virtual prop is used to eliminate the granular coverings within the application range of the first virtual prop; After the first virtual object changes the state of the second virtual object to the second state, the application range of the first virtual prop held by the first virtual object is greater than the application range of the first virtual prop held by the first virtual object before the first virtual object changes the state of the second virtual object to the second state.
7. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In a case where the number of second virtual objects following the first virtual object is greater than a first threshold, the application range of a second virtual prop held by the second virtual object is adjusted, and the adjusted application range of the second virtual prop is greater than the application range of the second virtual prop before the adjustment.
8. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In a case where the number of second virtual objects following the first virtual object is greater than a first threshold, the application range of a second virtual prop held by the second virtual object is adjusted, and the adjusted application range of the second virtual prop is greater than the application range of the second virtual prop before the adjustment. In a case where the second virtual object has a resource exploration capability and there is a reference virtual resource covered by the granular covering in the virtual scene, display a prompt information, the prompt information guiding the second virtual object to obtain information of the reference virtual resource, the type of the reference virtual resource corresponding to the type of the second virtual object.
9. The method according to any one of claims 1 to 5, characterized in that, In a case where the second virtual object is in the second state, the display module displays the second virtual object in the second state following the first virtual object. In response to the first virtual object releasing a first skill to a target position and the second virtual object releasing a second skill to the target position, display the granular covering included in a first region being eliminated, the first region being determined based on the target position, the first skill and the second skill belonging to different sub-skills in a combined skill.
10. A control device of a virtual object, characterized by, The apparatus includes: a display module configured to display a first virtual object performing a scene exploration task in a virtual scene; a control module configured to, in response to a movement operation for the first virtual object, control the first virtual object to move in the virtual scene to a direction corresponding to the movement operation; the control module is further configured to, in a case where there is a second virtual object in a first state in the virtual scene, control the first virtual object to change the state of the second virtual object to a second state, the second state being different from the first state; the display module is further configured to, in a case where the second virtual object is in the second state, display the second virtual object in the second state following the first virtual object, the second virtual object helping the first virtual object to perform the scene exploration task; the display module is further configured to, in a case where the number of the second virtual objects following the first virtual object is a second threshold value, display the second threshold value of the second virtual objects being combined into a third virtual object, the third virtual object holding a third virtual prop, the third virtual prop being used to eliminate granular covering within an application range of the third virtual prop, the application range of the third virtual prop being greater than a sum of application ranges of second virtual props held by the second threshold value of the second virtual objects.
11. A computer device, comprising: The computer device includes a processor and a memory, the memory storing at least one program code, the at least one program code being loaded and executed by the processor to enable the computer device to implement the virtual object control method of any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one program code, the at least one program code being loaded and executed by the processor to enable the computer to implement the virtual object control method of any one of claims 1 to 9.
13. A computer program product, characterised in that, The computer program product stores at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to enable the computer to implement the virtual object control method of any one of claims 1 to 9.