Virtual object control method and device, equipment and storage medium

By controlling the first virtual object and the second virtual object respectively using the first control and the second control, the problem of flexibility and diversity in controlling multiple virtual objects in the game is solved, and the human-computer interaction rate and control efficiency are improved.

CN120960756APending Publication Date: 2025-11-18TENCENT DIGITAL TIANJIN
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Patent Information

Application Number
CN202410607426.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-05-15
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

In existing technologies, when players control multiple virtual objects simultaneously, the flexibility and diversity of the game are limited, the human-computer interaction rate is low, and the control efficiency is low.

Method used

The first and second virtual objects can be controlled by the first and second controls respectively, allowing for flexible adjustment of their control operations, increasing the diversity and fun of the game, and simplifying the control process.

Benefits of technology

It improves the game's flexibility and fun, enhances human-computer interaction, simplifies the control process of virtual objects, and improves control efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual object control method and device, equipment and a storage medium, and belongs to the technical field of Internet. The method comprises the steps that a game scene is displayed, the game scene comprises a first virtual object and a second virtual object, the first virtual object is associated with a first moving control, and the second virtual object is associated with a second moving control; and controlling the first virtual object to move in the game scene in response to a trigger operation of the first moving control, and controlling the second virtual object to move in the game scene in response to a trigger operation of the second moving control. According to the method, the moving operation of the first virtual object and the second virtual object in the virtual scene can be flexibly controlled according to the actual situation of the game, the diversity and interestingness of the game are improved, and the man-machine interaction rate is increased; the second virtual object is directly controlled to move through the second moving control, the process of controlling the movement of the second virtual object can be simplified, and the control efficiency in the game process is improved.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, device, and storage medium for controlling virtual objects. Background Technology

[0002] With the development of internet technology, there is an increasing variety of games. For example, in role-playing games and open-world games, players can control virtual objects to fight against other virtual objects in a virtual environment in order to complete game tasks, advance the game's storyline, or help virtual objects grow.

[0003] In related technologies, when multiple virtual objects need to be controlled, a primary virtual object is determined among them. Players control other virtual objects by passing commands through the primary virtual object or by switching between primary virtual objects. Because players control only one virtual object at a time, the flexibility and diversity of the game are limited, thus reducing the human-computer interaction rate. Furthermore, the process of controlling other virtual objects through the primary virtual object is complex and inefficient. Summary of the Invention

[0004] This application provides a method, apparatus, device, and storage medium for controlling virtual objects, which can increase the diversity, fun, and human-computer interaction rate of games, and improve control efficiency. The technical solution is as follows:

[0005] In a first aspect, embodiments of this application provide a method for controlling a virtual object, the method comprising:

[0006] The game interface is displayed. The game interface includes a first virtual object and a second virtual object. The first virtual object is associated with a first control, and the second virtual object is associated with a second control. The control attributes of the first control and the second control are determined based on the associated virtual object.

[0007] In response to a trigger operation of either the first control or the second control, the first virtual object and the second virtual object that perform the control operation are displayed in the first game interface. The control operation performed by the first virtual object and the control operation performed by the second virtual object are both obtained based on the trigger operation.

[0008] Secondly, embodiments of this application provide a method for controlling a virtual object, the method comprising:

[0009] The game scene is displayed, and the game scene includes a first virtual object and a second virtual object. The first virtual object is associated with a first movement control, and the second virtual object is associated with a second movement control.

[0010] In response to the triggering operation of the first movement control, the first virtual object is controlled to move in the game scene; in response to the triggering operation of the second movement control, the second virtual object is controlled to move in the game scene.

[0011] Thirdly, embodiments of this application provide a control device for a virtual object, the device comprising:

[0012] A first display module is used to display a first game interface. The first game interface includes a first virtual object and a second virtual object. The first virtual object is associated with a first control, and the second virtual object is associated with a second control. The control attributes of the first control and the second control are determined based on the associated virtual object.

[0013] The second display module is used to respond to the trigger operation of either the first control or the second control, and to display the first virtual object and the second virtual object that perform the control operation in the first game interface. The control operation performed by the first virtual object and the control operation performed by the second virtual object are both obtained based on the trigger operation.

[0014] In one possible implementation, the second display module is further configured to display a screen showing the first virtual object releasing its first skill in response to a first trigger operation of the first skill control; or...

[0015] In response to the second trigger operation of the first skill control, a screen is displayed showing the first virtual object releasing the second skill.

[0016] In one possible implementation, the first game interface further includes a virtual cover for hiding virtual objects. The second display module is also used to display an animation of the second virtual object moving to a first position through the virtual cover when at least one of the first skill or the second skill acts on the third virtual object. The first position is located within the skill interaction range between the second virtual object and the third virtual object.

[0017] Display a second game interface, which is used to display the interaction animation between the first virtual object or at least the second virtual object and the third virtual object.

[0018] In one possible implementation, the second display module is further configured to display a third game interface in response to a trigger operation of the second skill control. The third game screen includes a scene where the second virtual object releases a third skill to the third virtual object. The third skill is used to control the second virtual object and the third virtual object to perform corresponding skill operations.

[0019] In one possible implementation, the second display module is further configured to display an animation of the second virtual object and the third virtual object moving a first distance toward the first virtual object when the second control is not triggered; or...

[0020] When the second control is triggered, an animation is displayed showing the second virtual object and the third virtual object moving a second distance in a reference direction, which is determined based on the triggering operation of the second control.

[0021] In one possible implementation, the second display module is further configured to display an animation of the second virtual object attacking the third virtual object on the second game interface when the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold.

[0022] In one possible implementation, the second display module is further configured to display an animation of the second virtual object moving to a second position when the distance between the second virtual object and the first virtual object is greater than or equal to a second distance threshold, wherein the distance between the second position and the first virtual object is less than the second distance threshold.

[0023] In one possible implementation, the second display module is further configured to display an animation of the second virtual object hiding in the virtual cover when the second virtual object is attacked;

[0024] If the duration of time the second virtual object is located in the virtual shelter is greater than or equal to a threshold duration, the second virtual object is displayed at a third position, and the distance between the third position and the first virtual object is less than a third distance threshold.

[0025] In one possible implementation, the first game interface further includes a reference virtual object. The second display module is also used to display an animation of the reference virtual object moving based on a second reference direction when the first virtual object moves based on a first reference direction. The first reference direction is determined based on the triggering operation of the first control, and the second reference direction is different from the first reference direction.

[0026] In one possible implementation, the first game interface further includes a reference virtual object and a reference attribute value of the first virtual object. If either the second virtual object or the reference virtual object is attacked, the reference attribute value of the first virtual object displayed in the first game interface remains unchanged.

[0027] In one possible implementation, the second display module is further configured to display an animation of the second virtual object being hidden in a virtual cover when the reference attribute value of the first virtual object decreases;

[0028] If the change in the reference attribute value of the first virtual object is less than or equal to the attribute change threshold, the second virtual object is displayed.

[0029] In one possible implementation, the second display module is further configured to, in response to a first trigger operation of the first skill control, display a screen showing the first virtual object releasing a fourth skill to the third virtual object when the second virtual object and the third virtual object move a first distance toward the first virtual object.

[0030] In one possible implementation, the second display module is further configured to, during the release of the second skill, respond to the triggering operation of the first control and change the release direction of the second skill based on the triggering operation of the first control.

[0031] In one possible implementation, the control attribute includes the size of the control area, the first virtual object is the main character virtual object, the second virtual object is the slave character virtual object, and the size of the control area corresponding to the first control is larger than the size of the control area corresponding to the second control.

[0032] In one possible implementation, the second display module is further configured to display a configuration screen, which is used to set configuration parameters, including parameters for creating virtual objects and attribute parameters corresponding to the virtual objects.

[0033] The virtual object is generated based on the configuration parameters set in the configuration screen. The virtual object includes at least one of the first virtual object, the second virtual object, or the reference virtual object.

[0034] Fourthly, embodiments of this application provide a control device for a virtual object, the device comprising:

[0035] The display module is used to display a game scene, which includes a first virtual object and a second virtual object. The first virtual object is associated with a first movement control, and the second virtual object is associated with a second movement control.

[0036] The control module is used to control the first virtual object to move in the game scene in response to the trigger operation of the first movement control, and to control the second virtual object to move in the game scene in response to the trigger operation of the second movement control.

[0037] In one possible implementation, the game scene further includes a first skill control and a third virtual object, and the control module is further configured to control the first virtual object to perform an attack operation on the third virtual object in response to a first trigger operation of the first skill control;

[0038] If the first virtual object hits the third virtual object, the second virtual object is controlled to move to a first reference position within the location range of the third virtual object, and automatically attacks the third virtual object at the first reference position.

[0039] In one possible implementation, the game scene further includes a first skill control and a third virtual object, and the control module is further configured to control the first virtual object to perform an attack operation on the third virtual object in response to a first trigger operation of the first skill control;

[0040] If the first virtual object hits the third virtual object, the second virtual object is controlled to move to a first reference position within the location range of the third virtual object, and automatically attacks the third virtual object at the first reference position.

[0041] In one possible implementation, the game scene further includes a first skill control and a third virtual object. The control module is also used to respond to a second trigger operation of the first skill control and control the first virtual object and the reference virtual object to perform an attack operation on the third virtual object based on virtual props.

[0042] When the virtual prop hits the third virtual object, the second virtual object is controlled to move to a second reference position within the location range of the third virtual object, and automatically attacks the third virtual object at the second reference position.

[0043] In one possible implementation, the game scene further includes a second skill control and a third virtual object. The control module is further configured to, in response to the triggering operation of the second skill control, control the second virtual object and the third virtual object to move a first distance toward the first virtual object when the second movement control is not triggered; or,

[0044] When the second movement control is triggered, in response to the triggering operation of the second skill control, the second virtual object and the third virtual object are controlled to move a second distance in a reference direction, the reference direction being determined based on the triggering operation of the second control.

[0045] In one possible implementation, the control module is further configured to control the second virtual object to automatically attack the third virtual object when the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold.

[0046] Fifthly, 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 to enable the computer device to implement any of the virtual object control methods described above.

[0047] In a sixth aspect, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored therein, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the control method for any of the virtual objects described above.

[0048] In a seventh aspect, 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.

[0049] The technical solution provided in this application has at least the following beneficial effects:

[0050] The embodiments of this application control the first and second virtual objects to perform corresponding control operations through a first control and a second control. The control operations performed by the first and second virtual objects can be flexibly adjusted according to the actual situation of the game, thereby increasing the diversity and fun of the game, enriching the gaming experience, and increasing the human-computer interaction rate. Furthermore, the second control allows direct control of the second virtual object, simplifying the control process and improving control efficiency.

[0051] The embodiments of this application control the movement of a first virtual object and a second virtual object within a virtual scene using a first movement control and a second movement control. This allows for flexible adjustment of the movement operations of the first and second virtual objects according to the actual game situation, thereby increasing the diversity and fun of the game, enriching the gaming experience, and increasing the human-computer interaction rate. Furthermore, the second movement control allows direct control of the second virtual object's movement, simplifying the process and improving control efficiency during gameplay. Attached Figure Description

[0052] 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.

[0053] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application;

[0054] Figure 2 This is a flowchart of a virtual object control method provided in an embodiment of this application;

[0055] Figure 3 This is a schematic diagram of a reference virtual object selection interface provided in an embodiment of this application;

[0056] Figure 4 This is a schematic diagram of a first game interface provided in an embodiment of this application;

[0057] Figure 5 This is a schematic diagram of a game interface for controlling the movement of virtual objects provided in an embodiment of this application;

[0058] Figure 6 This is a schematic diagram of a second game interface after releasing a first skill, provided in an embodiment of this application;

[0059] Figure 7 This is a schematic diagram of a second game interface after releasing a second skill, provided in an embodiment of this application;

[0060] Figure 8 This is a schematic diagram of a third game interface before releasing a third skill, provided in an embodiment of this application;

[0061] Figure 9 This is a schematic diagram of another third game interface before releasing the third skill, provided in an embodiment of this application;

[0062] Figure 10 This is a schematic diagram of a third game interface after releasing a third skill, provided in an embodiment of this application;

[0063] Figure 11 This is a schematic diagram of another third game interface after releasing the second skill, provided in an embodiment of this application;

[0064] Figure 12 This is a schematic diagram of a game interface where a second virtual object is attacked, as provided in an embodiment of this application.

[0065] Figure 13This is a schematic diagram of a game interface where a second virtual object is hidden in a virtual cover, according to an embodiment of this application.

[0066] Figure 14 This is a schematic diagram of a game interface that displays a second virtual object in a third position, according to an embodiment of this application.

[0067] Figure 15 This is a schematic diagram of a game interface after a first virtual object is attacked, according to an embodiment of this application.

[0068] Figure 16 This is a schematic diagram of a configuration screen for creating a virtual object provided in an embodiment of this application;

[0069] Figure 17 This is a schematic diagram of a configuration screen including range detection provided in an embodiment of this application;

[0070] Figure 18 This is a schematic diagram of a configuration screen that includes a follow-up input script, provided in an embodiment of this application;

[0071] Figure 19 This is a schematic diagram of a configuration screen that includes a follow-up input script corresponding to a reference virtual object, provided in an embodiment of this application;

[0072] Figure 20 This is a flowchart of another virtual object control method provided in the embodiments of this application;

[0073] Figure 21 This is a schematic diagram of a control device structure for a virtual object provided in an embodiment of this application;

[0074] Figure 22 This is a schematic diagram of the control device structure for another virtual object provided in an embodiment of this application;

[0075] Figure 23 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;

[0076] Figure 24 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0077] 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.

[0078] 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.

[0079] Before introducing the technical solution of this application, the abbreviations and key terms involved in the embodiments of this application will be defined.

[0080] A virtual environment refers to the environment provided (or displayed) by an application when it runs on a terminal device. This virtual environment is an environment created for virtual objects to perform activities. A virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, etc. A virtual environment can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional environment. For example, the virtual environment involved in this application embodiment is a three-dimensional virtual environment. The game interface shown in this application is a game interface that includes a virtual environment.

[0081] Virtual objects are movable objects within a virtual environment. These objects can be virtual characters, animals, anime characters, etc. Players can control virtual objects using peripheral devices or by tapping on a touchscreen. Each virtual object has its own shape and volume within the virtual environment, occupying a portion of the virtual space. For example, when the virtual environment is three-dimensional, the virtual objects are three-dimensional models created using animation skeletal technology.

[0082] With the development of internet technology, players (also known as users) can play games anytime, anywhere via mobile devices, without being restricted by location or time. Furthermore, the variety of games installed on mobile devices is becoming increasingly diverse, and more and more players are using mobile devices to play games. Most games installed on mobile devices contain multiple virtual objects that can be controlled by the player. When a player needs to control multiple virtual objects simultaneously, they need to determine the primary virtual object. Let's take the example of a player controlling two virtual objects simultaneously.

[0083] For example, one virtual object can be designated as the primary virtual object, while the other can be set as a puppet. Players can control the puppet by sending control commands to it through the primary virtual object. Alternatively, the game interface can include a primary virtual object switching control. This control allows different virtual objects to be designated as the primary virtual object, which players can control within the game interface, while the other virtual object remains hidden.

[0084] Because players control only one virtual object at a time, the flexibility and variety of the game are limited, thus reducing the human-computer interaction rate. To address this, this application provides a method for controlling virtual objects, allowing simultaneous control of multiple virtual objects, improving the game's flexibility and strategic depth, and thereby increasing the human-computer interaction rate.

[0085] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0086] The first terminal 110 has a client 111 that supports a virtual environment installed and running, and the second terminal 130 has a client 131 that supports a virtual environment installed and running. When the first terminal 110 runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. The first terminal 110 is the terminal used by the first user 112. When the second terminal 130 runs client 131, the user interface of client 131 is displayed on the screen of the second terminal 130. The second terminal 130 is the terminal used by the second user 132. Client 111 and client 131 can be the same client used to execute the virtual object control method provided in the embodiments of this application.

[0087] For example, clients 111 and 131 can be game clients, including but not limited to massively multiplayer online role-playing games (MMOs), action role-playing games (ARPGs), open-world games, first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, virtual reality (VR) clients, augmented reality (AR) clients, 3D map programs, map simulation programs, social clients, interactive entertainment clients, etc.

[0088] The game client displays virtual objects and their virtual environments. Users can control these virtual objects to interact with other virtual objects or within the virtual environment. For example, users can control virtual objects to move within the virtual environment, unlock new maps, complete challenges or tasks, engage in combat to improve their attributes, or search for virtual items or item fragments.

[0089] Figure 1 Only two terminals are shown in the diagram, but multiple other terminals 140 exist in different embodiments. These other terminals 140 can access the server 120. Optionally, the other terminals 140 are terminals corresponding to developers. A development and editing platform for clients supporting virtual environments is installed on these other terminals 140. Developers can edit and update the client on the other terminals 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0090] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0091] Server 120 provides background services for game clients that provide virtual environments, installed on terminal devices (first terminal 110, second terminal 130, and other terminals 140). In one possible implementation, this method can be executed by the terminal device alone, or it can be implemented jointly by the terminal device and server 120. When the method is implemented jointly by the terminal device and server 120, server 120 undertakes the main computational work, and the terminal device undertakes the secondary computational work. Alternatively, server 120 undertakes the secondary computational work, and the terminal device undertakes the main computational work. Or, the terminal device and server 120 can collaborate on computation using a distributed computing architecture.

[0092] In an exemplary embodiment of this application, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data of user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and service regions. Battle service module 124 provides a virtual environment for user battles. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0093] Optionally, the terminal devices (first terminal 110, second terminal 130, and other terminals 140) 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 devices can be smartphones, tablets, laptops, desktop computers, smart speakers, smartwatches, PCs (Personal Computers), mobile phones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), smart car systems, smart TVs, etc.

[0094] The first terminal 110, the second terminal 130, and other terminals 140 can refer to one of a plurality of terminal devices, or to a plurality of terminal devices. The number of terminals is not limited in this embodiment. The server 120 can be a single server, a server cluster consisting of multiple servers, or any of a cloud computing platform and a virtualization center. The number of terminals is not limited in this embodiment.

[0095] In one embodiment of this application, the client 111 of the first terminal 110 is used as an example for description. The client 111 can display a first game interface, which includes a first virtual object and a second virtual object. The first virtual object and the second virtual object can be associated with a first control and a second control, respectively, so that the first virtual object and the second virtual object can be controlled to perform control operations through the first control and the second control.

[0096] For example, the first and second controls can be joystick controls. The first joystick control can control the first virtual object to perform a first movement operation, and the second joystick control can control the second virtual object to perform a second movement operation. Specifically, when the first and second joystick controls are triggered simultaneously, the first and second movement operations can be executed concurrently; when the first and second joystick controls are triggered in a certain order, the first and second movement operations can be executed in the same order.

[0097] The embodiments of this application control the first and second virtual objects to perform corresponding control operations through a first control and a second control. The control operations performed by the first and second virtual objects can be flexibly adjusted according to the actual situation of the game, thereby increasing the diversity and fun of the game, enriching the gaming experience, and increasing the human-computer interaction rate. Furthermore, the second control allows direct control of the second virtual object, simplifying the control process and improving control efficiency during gameplay.

[0098] The virtual object control method provided in this application embodiment can be applied to the above-mentioned... Figure 1 The computer system shown, for example, the method can be derived from... Figure 1 The method can be executed by the first terminal 110 and the second terminal 130, or it can be executed interactively by the first terminal 110, the server 120, and the second terminal 130. Taking the execution of this method by the first terminal 110 and the second terminal 130 as an example... Figure 2 As shown, the method includes the following steps 201 and 202.

[0099] In step 201, a first game interface is displayed. The first game interface includes a first virtual object and a second virtual object. The first virtual object is associated with a first control, and the second virtual object is associated with a second control. The control attributes of the first control and the second control are determined based on the associated virtual object.

[0100] In the exemplary embodiments of this application, a game client capable of providing a virtual environment is installed and runs on the terminal device. This game client can be any type of game client, and this application does not limit its scope. For example, this application uses an MMO game client as an example, where the MMO game can be an action game. In response to the MMO game client receiving a game start command, the terminal device displays the application's game preloading interface. This game preloading interface may include a virtual object selection interface, a social system interface, a map selection interface, and a game loading interface for the current session, etc.

[0101] In an exemplary embodiment of this application, after the MMO game starts, a first game interface can be displayed. This first game interface includes a first virtual object and a second virtual object. The first and second virtual objects can be controlled by the same terminal or by an external game controller connected to the same game console. For example, the first and second controls can be displayed on the terminal's display interface; or, the game controller can be used as both the first and second controls. The first virtual object is associated with the first control, and the second virtual object is associated with the second control.

[0102] When the first virtual object and the second virtual object are controlled by the same terminal, the first game interface may also display a first control and a second control, which are respectively associated with the first virtual object and the second virtual object. When the first virtual object and the second virtual object are controlled by an external game controller connected to the same game console, the first control and the second control can be two controls on the game controller; in this case, the first control and the second control may not be displayed in the first game interface. The first game interface may also include the virtual environment in which the first virtual object and the second virtual object reside, with the first virtual object and the second virtual object situated within the virtual environment.

[0103] The first virtual object can be a primary virtual object, i.e., the virtual object primarily controlled by the user, and there can be one primary virtual object. The association of the primary virtual object with the primary control means that the primary virtual object is controlled through the primary control. The second virtual object can be a secondary virtual object, i.e., the virtual object secondarily controlled by the user, and there can be one or more secondary virtual objects. The association of the second virtual object with the second control means that the second virtual object can be controlled through the second control. Optionally, the second virtual object can also be jointly controlled by the second control and the server.

[0104] Taking the example of a user controlling a virtual object through a second control and a server, since the second virtual object is associated with the second control, it can execute the operations of the second control; when the second virtual object performs a specified operation in the virtual environment, the server detects that the second virtual object is performing the specified operation and can work with the second control to control the second virtual object.

[0105] When there are multiple second virtual objects, the first game interface can include a second control, which can be used to control the selected second virtual object. Alternatively, when there are multiple second virtual objects, the first game interface can include multiple second controls, each corresponding to a different second virtual object, allowing control of that specific second virtual object.

[0106] In an exemplary embodiment of this application, the first control and the second control have control attributes, and these control attributes can be determined based on associated virtual objects. The control attributes may include, but are not limited to, control precision or trigger granularity. Control precision refers to the degree to which the first and second virtual objects can accurately respond to and execute control operations when controlled by the first and second controls; trigger granularity refers to the triggering frequency of the first and second controls.

[0107] When the first virtual object and the second virtual object are controlled by the same terminal, the control attributes may also include the size of the control area, which is the size of the display area occupied by the control in the game interface. If the first virtual object is the main character virtual object and the second virtual object is the secondary character virtual object, the size of the control area corresponding to the first control is larger than the size of the control area corresponding to the second control.

[0108] Taking the first and second controls as moving controls as an example, when using the first and second controls to control the movement of the first and second virtual objects in the virtual environment, the operation frequency (input intensity) of the first and second controls is different.

[0109] For example, if the first virtual object controlled by the first control needs to move and attack with greater intensity, the first control can be set to occupy a larger display area to facilitate precise control of the movement and attack of the first virtual object; when the second virtual object controlled by the second control approaches the third virtual object, the second virtual object automatically launches an attack on the third object. During the movement and attack process, the precision requirement of the second virtual object is relatively low, so the second control can be set to occupy a smaller display area.

[0110] The embodiments of this application utilize the control characteristics of the first and second virtual objects controlled by the first and second controls during the game process. By setting the first and second controls to occupy different display areas, the accuracy of game operation can be improved to a certain extent.

[0111] In exemplary embodiments of this application, the first virtual object includes, but is not limited to, virtual characters and virtual animals. The first virtual object may have a reference attribute value, which can characterize the survivability of the first virtual object. For example, the reference attribute value may be the health value of the first virtual object. When the first virtual object is attacked by virtual objects controlled by other users, its health value decreases. When the health value of the first virtual object decreases to a health threshold, the first virtual object is defeated.

[0112] In addition, the first virtual object and the second virtual object can have other attribute values, which may include, but are not limited to, attack power, defense power, and agility.

[0113] The first and second virtual objects can also acquire virtual items within the virtual environment. When used, these virtual items can alter at least one of the following: a reference attribute value of the first virtual object, other attribute values ​​of the first virtual object, or other attribute values ​​of the second virtual object. For example, a virtual item could be an item that increases attack power; using it on the second virtual object would increase its attack power. Alternatively, a virtual item could be an item that increases health; using it on the first virtual object would increase its health.

[0114] In exemplary embodiments of this application, the second virtual object includes, but is not limited to, virtual characters and virtual animals. Optionally, the second virtual object may not have a reference attribute value, but may have other attribute values. For example, the second virtual object may not have a health value, but may have an attack power.

[0115] Optionally, the first game interface may also display a reference virtual object, which can be a virtual animal. This reference virtual object can also be referred to as the first virtual object's follower. The reference virtual object can be used to assist the first virtual object in completing in-game tasks, cooperate with the first virtual object in combat, or cooperate with the first virtual object in activities within the virtual environment.

[0116] For example, before displaying the first game interface, the method can also display a reference virtual object selection interface, where the user can choose whether to carry a reference virtual object in the current game. If a reference virtual object is confirmed to be carried, the user selects the carried reference virtual object from a pool of reference virtual objects. Different reference virtual objects can have different effects on the first virtual object. For example, the effects of the reference virtual object on the first virtual object may include, but are not limited to, increasing the first virtual object's attack power or defense power, assisting the first virtual object in finding virtual items, or cooperating with the first virtual object in performing corresponding operations.

[0117] Figure 3 This is a schematic diagram of a reference virtual object selection interface provided in an embodiment of this application, such as... Figure 3 As shown, the reference virtual object selection interface allows users to choose whether to carry a reference virtual object. When the user selects "yes," the available reference virtual objects will be displayed in the reference virtual object display area 301. Users can also select a reference virtual object 302 to carry in the current game from among multiple reference virtual objects. Different reference virtual objects can have different functions. The selected reference virtual object 302 is displayed differently from other reference virtual objects. For example, the selected reference virtual object 302 can be displayed with a shadow, or it can release an attack skill in conjunction with the first virtual object.

[0118] The selected reference virtual object can also have other display methods, including but not limited to highlighting, dynamic display, zooming in, and zooming out.

[0119] The embodiments of this application allow users to select whether to carry a reference virtual object and which reference virtual object to carry through a reference virtual object selection interface. This can increase the strategic and fun aspects of the game, enhance the interaction between the user and the virtual object, and improve the human-computer interaction rate.

[0120] The embodiments of this application are illustrated by taking the example of carrying a reference virtual object and displaying a first control and a second control in a first game interface. Figure 4 This is a schematic diagram of a first game interface provided in an embodiment of this application, such as... Figure 4As shown, the first game interface may include a first virtual object 401, a second virtual object 402, a reference virtual object 403, a first control 404, and a second control 405. The first control 404 and the second control 405 can be virtual joysticks. The first virtual object 401 can be associated with the first control 404, and the second virtual object 402 can be associated with the second control 405. That is, the first virtual object 401 can be controlled by the first control 404, and the second virtual object 402 can be controlled by the second control 405. For example, the first control 404 and the second control 405 can be used to control the movement of the first virtual object 401 and the second virtual object 402 in the virtual environment.

[0121] The first game interface may also include an attribute value display area 406, which can display the reference attribute values ​​corresponding to the first virtual object 401. The attribute value display area 406 can display the total reference attribute value 408 of the first virtual object 401 and the current reference attribute value 407 corresponding to the first virtual object 401. The current reference attribute value 407 can change as the game progresses. The display methods of the current reference attribute value 407 and the total reference attribute value 408 can be different.

[0122] In this embodiment of the application, the first game interface may further include a virtual environment (not shown in the figure), and the first virtual object, the second virtual object and the reference virtual object may be located in the virtual environment.

[0123] Furthermore, in the exemplary embodiments of this application, the first game interface may also include a switching control, i.e. Figure 4 The game employs a switching control that allows players to swap the controls associated with a first virtual object and a second virtual object. For example, when the switching control is not triggered, the first virtual object is associated with a first control, and the second virtual object with a second control; when the switching control is triggered, the first virtual object can be associated with the second control, and vice versa. By switching the relationships between virtual objects and controls, the game can improve the flexibility of control operations to some extent.

[0124] In step 202, in response to the triggering operation of either the first control or the second control, a first virtual object and a second virtual object that perform the control operation are displayed in the first game interface. The control operation performed by the first virtual object and the control operation performed by the second virtual object are both obtained based on the triggering operation.

[0125] For example, the triggering operation of the first control or the second control may include, but is not limited to, a single click operation, a double click operation, a swipe operation, and a long press operation on the first control or the second control. The triggering operation of at least one of the first control or the second control may include: the first control is triggered, but the second control is not triggered; the first control is not triggered, but the second control is triggered; and both the first control and the second control are triggered.

[0126] When at least one of the first or second controls is triggered, the corresponding first or second virtual object can be directly controlled to perform a corresponding control operation. For example, if the first control is triggered but the second control is not triggered, the first virtual object can be controlled to perform a control operation; if the first control is not triggered but the second control is triggered, the second virtual object can be controlled to perform a control operation; if both the first and second controls are triggered, the first and second virtual objects can be controlled simultaneously to perform corresponding control operations respectively.

[0127] During the process of the first virtual object and the second virtual object performing control operations respectively, the first virtual object and the second virtual object can independently perform control operations based on the trigger operation of the first control or the second control, without interfering with or conflicting with each other.

[0128] For example, control operations may include, but are not limited to, controlling the movement of virtual objects in a virtual environment, controlling the movement of the virtual object's viewpoint, and controlling the virtual object to lock onto other virtual objects. The embodiments of this application will be described using the example of controlling the movement of virtual objects in a virtual environment.

[0129] The following explanation uses the first and second controls as joystick controls, with the corresponding control operation being a movement operation. Figure 5 This is a schematic diagram of a game interface for controlling the movement of virtual objects provided in an embodiment of this application, such as... Figure 5As shown, the game interface can display a first virtual object 501 and a second virtual object 502. The first virtual object 501 is controlled by the trigger operation of the first joystick control 504, and the second virtual object 502 is controlled by the trigger operation of the second joystick control 505. The first joystick control 504 and the second joystick control 505 are displayed in a wheel-like manner. Based on the trigger position of the trigger operation in the wheel (e.g., the shaded area), a first reference direction 506 for the first virtual object 501 and a third reference direction 507 for the second virtual object 502 are determined. The directions of the first reference direction 506 and the third reference direction 507 can be the same or different. Specifically, the first reference direction 506 can be the direction of the line connecting the center of the first joystick control 504 and its trigger position, and the third reference direction 507 can be the direction of the line connecting the center of the second joystick control 505 and its trigger position.

[0130] The embodiments of this application control the first and second virtual objects to perform corresponding control operations through a first control and a second control. The control operations performed by the first and second virtual objects can be flexibly adjusted according to the actual situation of the game, thereby increasing the diversity and fun of the game, enriching the gaming experience, and increasing the human-computer interaction rate. Furthermore, the second control allows direct control of the second virtual object, simplifying the control process and improving control efficiency.

[0131] In an exemplary embodiment of this application, a reference virtual object may also be displayed in the first game interface. When the first virtual object moves based on a first reference direction, an animation showing the reference virtual object moving based on a second reference direction is displayed. The first reference direction is determined based on a trigger operation of a first control, and the second reference direction is different from the first reference direction.

[0132] For example, the movement state of the reference virtual object can be determined based on the movement state of the first virtual object. When the first virtual object is in a moving state, the reference virtual object is also in a moving state; when the first virtual object is in a stationary state, the reference virtual object is also in a stationary state. The first game interface can display animations of the movement processes of the first virtual object and the reference virtual object.

[0133] During the movement of the first virtual object and the reference virtual object, the reference virtual object may move in a different direction than the first virtual object. For example, the first virtual object moves based on a first reference direction, and the reference virtual object moves based on a second reference direction. The first reference direction and the second reference direction move in opposite directions but the same distance in the first sub-direction; they move in the same direction and the same distance in the second sub-direction, wherein the first sub-direction and the second sub-direction are perpendicular.

[0134] Combination Figure 5The game interface may also include a reference virtual object 503. When the first virtual object 501 moves along the first reference direction 506, the reference virtual object 503 can move along the second reference direction 508, wherein the second reference direction 508 can be obtained based on the first reference direction 506.

[0135] For example, the first sub-direction can be the X-axis direction, and the second sub-direction can be the Y-axis direction. The X-axis and Y-axis are perpendicular. The first reference direction 506 and the second reference direction 508 move in opposite directions in the X-axis direction, but in the same direction in the Y-axis direction. That is to say, the motion trajectories of the first virtual object 501 and the reference virtual object 503 are symmetrical about the Y-axis.

[0136] It should be noted that this application uses the example of the reference virtual object and the first virtual object having different movement directions for illustration. However, the reference virtual object and the first virtual object can also have the same movement direction, and this application does not impose any restrictions on this.

[0137] The embodiments of this application can automatically control the movement of a reference virtual object by controlling the movement of a first virtual object, which can increase the fun and interactivity of the game process, thereby improving the game's appeal and user experience.

[0138] In an exemplary embodiment of this application, at least one of the first or second virtual objects can be controlled to release a skill via a skill control. The skill control may or may not be displayed on the first game interface. When the skill control is not displayed on the first game interface, at least one of the first or second virtual objects can be controlled to release a skill via a game controller. The skill control may include a first skill control and a second skill control.

[0139] This application uses the display of skill controls in the first game interface as an example for illustration. The first game interface may also include two skill controls, each of which can control at least one virtual object to perform a skill release operation. The following will explain how the two skill controls control virtual objects to perform skill release operations.

[0140] The first game interface includes a first skill control, which can be used to release the first and second skills.

[0141] The first skill control is a control associated with the first virtual object, and the corresponding skill is released based on the first skill control. The process of releasing the corresponding skill based on the first skill control may include: displaying a screen for releasing the first skill in response to a first trigger operation of the first skill control; or, displaying a screen for releasing the second skill in response to a second trigger operation of the first skill control; wherein either the first skill or the second skill is used to control at least one of the first virtual object or the second virtual object to perform the corresponding skill operation.

[0142] For example, the first skill control can be triggered by different trigger operations, causing it to be in different trigger states, thereby releasing different skills based on the different trigger states of the first skill control. For instance, when the first skill control is triggered by a first trigger operation, the first skill can be released; when the first skill control is triggered by a second trigger operation, the second skill can be released. Here, the first and second trigger operations are different trigger operations, and the effects of the first and second skills can also be different. The first game interface can display a screen showing at least one of the first or second virtual objects performing the skill operation of the first skill or the skill operation of the second skill.

[0143] The triggering actions for the first skill control can include, but are not limited to, single-click, double-click, swipe, and long-press actions. For example, the first triggering action is a single-click action, and the second triggering action is a long-press action.

[0144] In the exemplary embodiments of this application, during the release of the first skill or the second skill, the release direction of the first skill or the second skill can also be adjusted through the triggering operation of the first control. The process of adjusting the release direction of the skill using the first control is similar to the process of controlling the movement of the first virtual object using the first control, and will not be elaborated upon here.

[0145] For example, the first game interface may also display a third virtual object, which can be a virtual object controlled by another user (or another terminal). That is, the terminal controlling the third virtual object is a different user terminal than the terminal controlling the first and second virtual objects.

[0146] In one possible implementation, the first game interface may further include virtual cover. The virtual cover can be a virtual element within the virtual environment and can be used to hide specified virtual objects. For example, the virtual cover can be the ground in the virtual environment, and the specified virtual object can be a second virtual object. When the second virtual object is within the virtual cover, the terminal controlling the second virtual object can display the virtual object within the cover in the game interface, or it can choose not to display the virtual object. Optionally, when the virtual object is displayed within the cover in the game interface, the display method of the second virtual object differs from the display method when the second virtual object is not within a virtual cover. The second virtual object may not be displayed on other user terminals (terminals that do not control the second virtual object).

[0147] It should be noted that the display method of virtual cover and second virtual object in virtual cover in this application is an exemplary illustration. It can also be set according to the actual situation in the game process, and this application does not limit it.

[0148] In an exemplary embodiment of this application, when at least one of the first skill or the second skill acts on the third virtual object, an animation is displayed showing the second virtual object moving to a first position through a virtual cover, the first position being within the skill interaction range between the second virtual object and the third virtual object; a second game interface is displayed, which is used to display the interaction animation between the first virtual object or at least one of the second virtual object and the third virtual object.

[0149] For example, the first control can control the release direction of the first or second skill, causing the first or second skill to act on the third virtual object. If the first or second skill does not hit the third virtual object, the effect screen of the first or second skill can be displayed; if the first or second skill hits the third virtual object, at least one of the first or second virtual objects can be controlled to perform the corresponding skill operation.

[0150] After at least one of the first or second skills is applied to the third virtual object, the second virtual object can be controlled to move within the virtual cover until it reaches a first position, where it is displayed. The first position is within the interaction range between the second and third virtual objects. For example, after the second virtual object appears at the first position, the third virtual object is within the attack range of the second virtual object.

[0151] In one embodiment, the movement of the second virtual object within the virtual cover can be automatically controlled. Optionally, the movement of the second virtual object within the virtual cover is not displayed on the first game interface of the current terminal or on the game interfaces of other terminals.

[0152] In another embodiment, the movement of the second virtual object within the virtual shelter can be manually controlled by the current terminal. For example, the movement of the second virtual object within the virtual shelter can be controlled via a second control.

[0153] In an exemplary embodiment of this application, after the second virtual object moves to the first position, a second game interface may also be displayed, in which an interactive animation between the first virtual object or at least one of the second virtual objects and the third virtual object may be displayed.

[0154] For example, the second virtual object can move to a first position, which can be a location near the third virtual object. After the second virtual object moves to the first position, it can be controlled to automatically launch an attack on the third virtual object.

[0155] It should be noted that the embodiments of this application are illustrative of the first position, and the first position can also be set based on the actual game situation. This application does not limit this.

[0156] Figure 6 This is a schematic diagram of a second game interface after releasing a first skill, provided in an embodiment of this application. Figure 6 As shown, the second game interface may include a first virtual object 601, a second virtual object 602, a third virtual object 603, a reference virtual object 604, and a first skill control 608 (skill one). In response to a first trigger operation of the first skill control 608, the direction in which the first virtual object 601 releases the first skill is controlled by the first joystick control 606. When the third virtual object 603 is within the range of the first skill, and the first skill hits the third virtual object 603, the second virtual object 602 is controlled to move within the virtual cover 605 to a position around the third virtual object 603. After moving to a position around the third virtual object 603, the second virtual object 602 can attack the third virtual object 603. During the attack by the second virtual object 602 on the third virtual object 603, the second joystick control 607 can be used to change the attack direction of the second virtual object 602 or dodge the attack of the third virtual object 603.

[0157] For example, the virtual shelter 605 can be the ground in the virtual environment, meaning the second virtual object 602 can burrow underground and move beneath the ground until it appears around the third virtual object 603, at which point the second virtual object 602 launches an attack on the third virtual object 603.

[0158] After the first skill hits the third virtual object 603, the first virtual object 601 can be controlled to attack the third virtual object 603 using virtual items. Taking a baseball bat as an example, the first joystick control 606 is used to control the movement of the first virtual object 601, and the first virtual object 601 swings the baseball bat to attack the third virtual object 603.

[0159] Figure 7 This is a schematic diagram of a second game interface after releasing a second skill, provided in an embodiment of this application. Figure 7 As shown, the second game interface may include a first virtual object 701, a second virtual object 702, a third virtual object 703, a reference virtual object 704, and a first skill control 706 (skill one). In response to the second trigger operation of the first skill control 706, the second skill is released.

[0160] Based on the second skill, the first virtual object 701 and the reference virtual object 704 use virtual props to attack the third virtual object 703. Taking a baseball bat 707 and a baseball 705 as examples, the first joystick control controls the relative positions of the first virtual object 701 and the reference virtual object 704. Holding down the first skill control 706 causes the reference virtual object 704 to release the baseball 705, which moves towards the first virtual object 701. The trajectory of the baseball 705 is displayed on the second game interface. When the baseball 705 is near the first virtual object 701, releasing the first skill control 706 causes the first virtual object 701 to swing the baseball bat 707 to strike the baseball 705, which then flies horizontally. The trajectory of the baseball 705 is shown by the dotted line in the figure.

[0161] After the baseball 705 hit by the first virtual object 701 using the second skill hits the third virtual object 703, the second virtual object 702 moves based on the virtual cover, moves to a position around the third virtual object 703, and then attacks the third virtual object 703.

[0162] It should be noted that the process of releasing the second skill is similar to that of releasing the first skill, so it will not be elaborated on here.

[0163] Furthermore, the embodiments of this application utilize the first skill to control the first virtual object and the second virtual object to perform corresponding control operations as an example. The control operations performed by the first skill to control the first virtual object and the second virtual object can be set according to the actual situation of the game, and this application does not impose any restrictions on this.

[0164] In the embodiments of this application, different trigger operations of the first skill control can release different skills. Using different skills, the first and second virtual objects can be controlled to perform different operations, enhancing the game's strategy and interactivity. By combining the first and second skills, the first and second virtual objects can attack a third virtual object, increasing the game's challenge and diversity to a certain extent.

[0165] In an exemplary embodiment of this application, when the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold, an animation of the second virtual object attacking the third virtual object is displayed on the second game interface.

[0166] For example, the movement of a second virtual object can be controlled by a second control. During the movement of the second virtual object, the distance between the second virtual object and a third virtual object is detected. If the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold, the second virtual object can be controlled to interact with the third virtual object, and the interaction animation between the second virtual object and the third virtual object can be displayed in the second game interface. For example, when the distance between the second virtual object and the third virtual object is less than or equal to the first distance threshold, the second virtual object automatically launches an attack on the third virtual object.

[0167] The embodiments of this application control the second virtual object to automatically attack the third virtual object based on the distance between the second and third virtual objects. This can reduce the difficulty of operation and improve the gaming experience to a certain extent. Furthermore, automatic attack ensures that the second virtual object inflicts damage on the third virtual object, improving game efficiency and thus saving hardware resources.

[0168] The first game interface includes a second skill control, which can be used to unleash a third skill.

[0169] The second skill control is a control associated with the second virtual object, and the corresponding skill is released based on the second skill control. The process of releasing the corresponding skill based on the second skill control may include: responding to the trigger operation of the second skill control, displaying a third game interface, and the third game screen including a scene of the second virtual object releasing the third skill to the third virtual object, the third skill being used to control the second virtual object and the third virtual object to perform the corresponding skill operation.

[0170] The triggering operations for the second skill control can include, but are not limited to, single-click, double-click, swipe, and long-press operations. The third skill can control the second and third virtual objects to perform corresponding skill operations. For example, the third skill can control the second virtual object to grab the third virtual object and move the grabbed third virtual object along with it.

[0171] For example, the third game interface can display a second control, which can be used to control the release direction of the third skill, causing the third skill to act on the third virtual object. If the released third skill does not hit the third virtual object, the effect screen of the third skill can be displayed; if the released third skill hits the third virtual object, a screen showing the control of the second and third virtual objects to perform the corresponding skill operations can be displayed.

[0172] In an exemplary embodiment of this application, a second skill control and a second control can also be used to control a second virtual object to perform corresponding control operations. The process of using the second skill control and the second control to control the second virtual object to perform corresponding control operations may include: displaying an animation of the second virtual object and the third virtual object moving a first distance toward the first virtual object when the second control is not triggered; or, displaying an animation of the second virtual object and the third virtual object moving a second distance in a reference direction when the second control is triggered, wherein the reference direction is determined based on the triggering operation of the second control.

[0173] For example, after the third skill is applied to the third virtual object, and the third virtual object is in a grabbed state, the third virtual object cannot attack or move autonomously. When the second control is not triggered, the second and third virtual objects are controlled to move towards the direction of the first virtual object in the third game interface. The distance moved can be a first distance, which can be a fixed distance or a non-fixed distance.

[0174] For example, if the first distance is a fixed distance, the second and third virtual objects are controlled to move a fixed unit distance toward the first virtual object and reach a designated location. The designated location can be within the attack range of the first virtual object or outside the attack range of the first virtual object.

[0175] For example, if the first distance is not fixed, the second and third virtual objects can be controlled to move a unit distance toward the first virtual object and reach a designated location, where the designated location is within the attack range of the first virtual object.

[0176] For example, when the second control is triggered, a reference direction is determined based on the triggering operation of the second control. This reference direction can be the direction of the line connecting the center of the second control and its triggering position. After determining the reference direction, the second and third virtual objects can be controlled to move based on this reference direction within the third game interface. The movement distance can be a second distance, which can be a fixed distance or a non-fixed distance. It should be noted that the second distance is similar to the first distance, and will not be elaborated upon further here.

[0177] Figure 8 This is a schematic diagram of a third game interface before releasing a third skill, provided in an embodiment of this application. Figure 8 As shown, the third game interface may include a first virtual object 801, a second virtual object 802, a third virtual object 803, a second skill control (skill two) 804, and a second control 805. When the second skill control 804 is triggered, the second virtual object 802 can grab the third virtual object 803. When the second control 805 is not triggered, the second virtual object 802 and the third virtual object 803 move towards the direction of the first virtual object 801, i.e., in the direction of the arrow in the diagram, and the distance they move can be a first distance.

[0178] Figure 9 This is a schematic diagram of another third game interface before releasing the third skill, provided in an embodiment of this application. Figure 9 As shown, the third game interface may include a first virtual object 901, a second virtual object 902, a third virtual object 903, a second skill control (skill two) 904, and a second control 905. After the second skill control 904 is triggered, the second virtual object 902 can grab the third virtual object 903. When the second control 905 is triggered, the direction of the line connecting the triggered position of the second control 905 and the center of the second control 905 is determined as the reference direction, i.e., the direction of the arrow in the figure. The second virtual object 902 and the third virtual object 903 move based on the reference direction, and the distance moved can be a second distance.

[0179] The embodiments of this application determine the movement direction and movement distance of the second and third virtual objects based on the triggering state of the second skill control and the second control. This allows for adjustments to the game strategy based on the actual game situation, increasing the diversity and challenge of the game process, thereby improving the user experience and human-computer interaction rate.

[0180] In an exemplary embodiment of this application, when the second virtual object and the third virtual object move a first distance toward the first virtual object, in response to a first trigger operation of the first skill control, a screen is displayed showing the first virtual object releasing a fourth skill toward the third virtual object.

[0181] If the second control is not triggered, after the second and third virtual objects move a first distance toward the first virtual object, the fourth skill can be released based on the triggering operation of the first control, and the screen of the fourth skill being released will be displayed in the third game interface.

[0182] For example, the triggering operation of the first control can be similar to the triggering operation of the first control when the first skill is released; the operation performed by the first virtual object during the release of the fourth skill can be similar to the operation performed by the first virtual object during the release of the first skill, and will not be elaborated further here.

[0183] The fourth skill differs from the first skill in both its effect and intensity. Regarding the effect, both the first and fourth skills allow the first virtual object to perform the same control operation on a third virtual object. When the third virtual object is attacked by the first or fourth skill, different animation effects will be displayed.

[0184] The fourth skill has a greater release intensity than the first skill. For example, after the fourth skill affects the third virtual object, the corresponding attribute value of the third virtual object decreases. The amount of attribute value reduction of the third virtual object by the fourth skill can be greater than the amount of attribute value reduction of the third virtual object by the first skill.

[0185] Taking the third virtual object's attribute value of health as an example, after the second and third virtual objects move a certain distance towards the first virtual object, clicking the first skill control will cause the first virtual object to release its fourth skill towards the third virtual object. Compared to the first skill, the fourth skill has stronger attack power. In other words, the third virtual object will lose more health.

[0186] Figure 10 This is a schematic diagram of a third game interface after releasing a third skill, provided in an embodiment of this application. Figure 10 As shown, the third game interface may include a first virtual object 1001, a second virtual object 1002, and a third virtual object 1003. After the second virtual object 1002 and the third virtual object 1003 move a first distance toward the first virtual object 1001, the distance between the third virtual object 1003 and the first virtual object 1001 decreases. For example, the distance between the third virtual object 1003 and the first virtual object 1001 is less than the attack range of the fourth skill of the first virtual object 1001.

[0187] The third game interface may also include a first skill control 1004. After the third virtual object 1003 is within the attack range of the fourth skill, the fourth skill can be released to the third virtual object 1003 through the first skill control 1004. For example, the first virtual object 1001 hits the third virtual object 1003 with a baseball bat, and the third virtual object 1003 is knocked away.

[0188] The embodiments of this application, through the cooperation of the second control and the first skill control, move the third virtual object a first distance toward the first virtual object, which can reduce the distance between the first virtual object and the third virtual object. During the release of the fourth skill, the accuracy of skill release can be improved, game efficiency and competitiveness can be enhanced, thereby saving hardware resources.

[0189] In an exemplary embodiment of this application, during the release of the second skill, in response to a triggering operation of the first control, the release direction of the second skill is changed based on the triggering operation of the first control. The release direction of the second skill can be determined based on the triggering position of the first control.

[0190] Figure 11 This is a schematic diagram of another third game interface after releasing the second skill, provided in an embodiment of this application. Figure 11 As shown, the third game interface may include a first virtual object 1101, a second virtual object 1102, a third virtual object 1103, a reference virtual object 1104, a first control 1108, and a first skill control 1106 (skill one). In response to a second trigger operation of the first skill control 1106, a second skill is released. The second skill can control the first virtual object 1101 and the reference virtual object 1104 to use virtual items to attack the third virtual object 1103.

[0191] Taking the virtual props baseball bat 1107 and baseball 1105 as an example, long-pressing the first skill control 1106 and referring to the virtual object 1104 will release baseball 1105. Baseball 1105 moves towards the first virtual object 1101, and its trajectory can be displayed in the third game interface. When baseball 1105 moves near the first virtual object 1101, pressing the first skill control 1106 is canceled, and the first control 1108 is triggered. At this time, the first virtual object 1101 swings the baseball bat 1107 to hit baseball 1105. The direction in which baseball 1105 flies can be determined based on the position of the trigger operation of the first control 1108. For example, baseball 1105 transforms into a high shot, flying to the upper left, and its trajectory can be shown by the dotted line in the figure.

[0192] After the baseball 1105 hit by the first virtual object 1101 using the second skill hits the third virtual object 1103, the second virtual object 1102 can move to the vicinity of the third virtual object 1103 and launch an attack on the third virtual object 1103.

[0193] The embodiments of this application control the release direction of the second skill through the first control and the first skill control. During the release of the second skill by the first virtual object, the hit rate of skill release can be improved, game efficiency and competitiveness can be improved, thereby saving hardware resources.

[0194] In an exemplary embodiment of this application, when the distance between the second virtual object and the first virtual object is greater than or equal to a second distance threshold, an animation of the second virtual object moving to a second position is displayed, wherein the distance between the second position and the first virtual object is less than the second distance threshold.

[0195] For example, during the process of controlling the movement of the first virtual object and the second virtual object using the first control and the second control respectively, the distance between the second virtual object and the first virtual object is obtained. If the distance between the second virtual object and the first virtual object is greater than or equal to a second distance threshold, the second virtual object can be controlled to move to a second position, wherein the distance between the second position and the first virtual object is less than the second distance threshold.

[0196] For example, the second position can be the position around the first virtual object. The second distance threshold can be set to 5 distance units. When the distance between the second virtual object and the first virtual object is greater than or equal to 5 distance units, the second virtual object is controlled to automatically move to the vicinity of the first virtual object.

[0197] The embodiments of this application can control the distance between the second virtual object and the first virtual object to arrange game strategies, enabling the second and first virtual objects to cooperate closely in attacks, increasing the diversity and challenge of the game. Furthermore, when the distance between the second and first virtual objects is large, the second virtual object moves to a second position, preventing the virtual objects from becoming scattered. This allows users to monitor the situation of two virtual objects in the virtual environment simultaneously, improving the user's gaming experience.

[0198] In an exemplary embodiment of this application, the virtual object controlled by the current terminal can also be attacked by virtual objects controlled by other terminals. If the second virtual object is attacked, an animation is displayed showing the second virtual object hiding in a virtual shelter; if the duration of the second virtual object's position in the virtual shelter is greater than or equal to a threshold duration, the second virtual object is displayed at a third position, where the distance between the third position and the first virtual object is less than a third distance threshold.

[0199] For example, other terminals can control a third virtual object to attack a second virtual object. If the second virtual object is attacked, it can be controlled to hide in a virtual cover. That is, after the second virtual object is attacked, it is not displayed in the game interface. When the second virtual object is hidden in the virtual cover for a duration greater than or equal to a threshold duration, the virtual object is displayed in a third position, where the distance between the third position and the first virtual object is less than a third distance threshold.

[0200] Figure 12This is a schematic diagram of a game interface where a second virtual object is attacked, as provided in an embodiment of this application. Figure 12 As shown, the game interface may include a second virtual object 1201 and a third virtual object 1202. The third virtual object 1202 can attack the second virtual object 1201 through normal attacks or by releasing skills.

[0201] Figure 13 This is a schematic diagram of a game interface where a second virtual object is hidden within a virtual cover, as provided in an embodiment of this application. Figure 13 As shown, the game interface may include a third virtual object 1301 and a virtual cover 1302. After the second virtual object is attacked by the third virtual object 1301, it hides in the virtual cover 1302. For example, after the second virtual object is attacked by the third virtual object 1301, it burrows into the ground.

[0202] Figure 14 This is a schematic diagram of a game interface that displays a second virtual object in a third position, as provided in an embodiment of this application. Figure 14 As shown, the game interface may include a first virtual object 1401, a second virtual object 1402, and a third virtual object 1403. The second virtual object 1402 moves within a virtual cover until it reaches the third position, at which point it is displayed. For example, the third position may be located around the first virtual object 1401, allowing the second virtual object 1402 to emerge from the ground within the area surrounding the first virtual object 1401.

[0203] In the embodiments of this application, the second virtual object hides in a virtual shelter after being attacked, which can increase the fun and diversity of the game process. Users can make full use of the behavior of the second virtual object to formulate game strategies. For example, the second virtual object can be used to avoid attacks from other virtual objects, which improves the strategic nature of the game process and thus enhances the game experience.

[0204] In an exemplary embodiment of this application, the first game interface further includes a reference virtual object and a reference attribute value for the first virtual object. If either the second virtual object or the reference virtual object is attacked, the reference attribute value of the first virtual object displayed in the first game interface remains unchanged.

[0205] For example, other terminals can control a third virtual object to attack at least one of a first virtual object, a second virtual object, or a reference virtual object. If the second or reference virtual object is attacked, the reference attribute value of the first virtual object remains unchanged. However, if the first virtual object is attacked, its reference attribute value may decrease. For instance, the reference attribute value of the first virtual object could be its health points; if the second or reference virtual object is attacked, the first virtual object's health points remain unchanged, but if the first virtual object is attacked, its health points decrease.

[0206] In embodiments of this application, even when the second virtual object or reference virtual object is attacked, the reference attribute value of the first virtual object remains unchanged. This can increase the security of the first virtual object during gameplay to a certain extent, improve its survival rate, allow users to try diverse game strategies, and increase the game's fun. On the other hand, it can simplify the game's difficulty, helping to attract more users to try the game and improve user retention.

[0207] In an exemplary embodiment of this application, the game interface can also summon controls, i.e. Figures 4 to 15 The virtual object is a substitute control within the system. Responding to the triggering operation of the summon control, it moves the second virtual object to a target location, which may include the location of the first virtual object or its surrounding area. The triggering operation of the summon control may include, but is not limited to, single-click, double-click, swipe, and long-press operations on the summon control.

[0208] For example, when the first virtual object is attacked, the second virtual object hides in a virtual cover. By triggering a summoning control, the second virtual object is summoned to the vicinity of the first virtual object, so that the second virtual object is attacked in place of the first virtual object, thus preventing the first virtual object from being attacked.

[0209] By summoning a second virtual object to replace the first virtual object in order to receive attacks, the diversity of the game process can be increased, the survivability of the first virtual object can be improved, and thus the game experience can be enhanced.

[0210] In an exemplary embodiment of this application, when the reference attribute value of the first virtual object decreases, an animation is displayed in which the second virtual object is hidden in a virtual cover; when the change in the reference attribute value of the first virtual object is less than or equal to the attribute change threshold, the second virtual object is displayed.

[0211] For example, when a first virtual object is attacked by a virtual object controlled by another terminal, the reference attribute value of the first virtual object decreases. A second virtual object can be controlled to hide within a virtual shelter until the first virtual object is no longer attacked by virtual objects controlled by other terminals, i.e., when the change in the reference attribute value of the first virtual object is less than or equal to the attribute change threshold, at which point the second virtual object is displayed. Optionally, during the attack on the first virtual object, the reference virtual object does not perform any other operations.

[0212] For example, the reference attribute value of the first virtual object is its health. When the first virtual object is attacked by a virtual object controlled by another user, its health decreases, and the corresponding second virtual object burrows into the ground. When the first virtual object is no longer attacked, it can return to a standing state. At this time, the change in the first virtual object's health is small or unchanged, and the second virtual object emerges from the ground.

[0213] Figure 15 This is a schematic diagram of a game interface after a first virtual object has been attacked, as provided in an embodiment of this application. Figure 15 As shown, the game interface may include a first virtual object 1501, a third virtual object 1502, a reference virtual object 1503, and a health value 1504 corresponding to the first virtual object. After the first virtual object 1501 is attacked by the third virtual object 1502, the health value 1504 corresponding to the first virtual object decreases, the second virtual object (not shown in the figure) burrows into the ground, and the reference virtual object 1503 does not perform any control operations.

[0214] In the embodiments of this application, after the first virtual object is attacked, the second virtual object is controlled to hide in a virtual cover, and the reference virtual object does not perform any operations. This can prevent the second virtual object or the reference virtual object from interrupting the third virtual object's skill release and affecting the game experience.

[0215] In an exemplary embodiment of this application, before the game program runs, relevant information in the game can also be configured via other terminals. The process of configuring relevant information in the game may include: displaying a configuration screen, which is used to set configuration parameters, including parameters for creating virtual objects and attribute parameters corresponding to the virtual objects; generating virtual objects based on the configuration parameters set on the configuration screen, whereby the virtual objects include at least one of a first virtual object, a second virtual object, or a reference virtual object.

[0216] For example, before the game starts, other terminals, namely the developer's terminal, can be used to configure relevant information in the game. The terminal can display a game configuration screen, where configuration parameters can be set based on the actual needs of the game. These parameters include, but are not limited to, parameters for creating virtual objects and the corresponding attribute parameters of the virtual objects. After the configuration parameters are set, corresponding virtual objects can be generated based on the set parameters, and these virtual objects can have reference attribute values.

[0217] The following explanation uses the creation of a virtual object based on a configuration screen as an example. During the virtual object creation process, the terminal can use the game engine (Unreal Engine 4) to create shared frames, which are configured in the game editor within the game engine. Shared frames can include, but are not limited to, motion animations and control animations. Optionally, game scripts can also be attached to the shared frames, allowing corresponding control effects to be achieved.

[0218] For example, motion animation can include movement actions, which can be applied to multiple virtual objects by creating a shared frame for the movement action; control animation can be the game animation effect displayed when a control displayed in the game interface is triggered, which can be displayed through the shared frame of the animation effect when the control is triggered.

[0219] Figure 16 This is a schematic diagram of a configuration screen for creating a virtual object provided in an embodiment of this application, such as... Figure 16 As shown, the configuration screen for creating virtual objects can include an ID (Identity document) and a script list. The ID displays the identity document number corresponding to the first virtual object. The script list allows the creation of a second virtual object, a reference virtual object, and range detection using scripts mounted on a shared frame. During the creation of the second virtual object, the reference virtual object, and range detection, the second and reference virtual objects, as well as the range detection parameters, can be adjusted using controllable settings. These controllable settings include, but are not limited to, testing, editing, copying, pasting, cutting, deleting, and disabling. Optionally, the script list control can also include notes to highlight relevant content of the current script.

[0220] For example, during the creation of a second virtual object, you can copy the shared frames and scripts used to create the first virtual object, paste them into the configuration area of ​​the second virtual object, and edit and test the shared frames and scripts used to create the first virtual object, thus quickly creating the second virtual object.

[0221] It should be noted that the process of creating a second virtual object in this application is illustrative and can be modified based on the actual needs of the game; this application does not impose any restrictions on it. Furthermore, the process of creating other virtual objects using shared frames and scripts, and detecting relevant information about virtual objects or virtual environments, is similar to the process of creating a second virtual object, and will not be elaborated upon here.

[0222] In the process of creating virtual objects through the configuration screen, the embodiments of this application can not only improve development efficiency by reusing shared frames and scripts, but also reduce resource consumption and memory usage.

[0223] In an exemplary embodiment of this application, a range detection script can be used to detect target objects within a reference range, and the detection results can be used to control virtual objects to perform corresponding control operations. The reference range is determined based on parameters in the range script, and the target objects may include, but are not limited to, a first virtual object, a second virtual object, a third virtual object, and a reference virtual object.

[0224] In one embodiment, the distance between the first virtual object and the second virtual object can be detected based on a range detection script. When the distance between the first virtual object and the second virtual object is greater than or equal to a second distance threshold, the second virtual object executes a position movement script to control the second virtual object to move to the vicinity of the first virtual object.

[0225] In another embodiment, the distance between the second virtual object and the third virtual object can be detected based on a range detection script. After the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold, the second virtual object executes a normal attack script, thereby controlling the second virtual object to perform a normal attack on the third virtual object, thus realizing the automatic performance of a normal attack by the second virtual object.

[0226] Figure 17 This is a schematic diagram of a configuration screen including range detection provided in an embodiment of this application, as shown below. Figure 17As shown, the configuration screen for range detection can be used to set detection information and search parameters. For example, detection information can include: whether to stop detection, detection time [frames], stopping detection after an action ends, stopping detection after a state ends, and the detection method. The detection method can be selecting virtual objects using a filter. Search parameters can include: options, searching using attack / receiver box judgment, range center [relative], range shape, and range size. Options can be used to select the virtual object corresponding to the detection range; whether to search using attack / receiver box judgment, the coordinates of the range center, the shape of the detection range, and the size of the detection range. For example, if detection is notified after an action ends, the coordinates of the detection range center are (0.00, 0.00, 7.00), and the shape of the detection range is a cuboid.

[0227] The embodiments of this application can detect whether the position of a virtual object meets the position conditions through a range detection script. When the position of the virtual object meets the position conditions, the virtual object is controlled to execute the corresponding script, which can realize the automatic control of the virtual object. To a certain extent, this can reduce the difficulty of controlling the virtual object during the game, thereby reducing the overall difficulty of the game. This allows more users to use multiple controls to control different virtual objects separately, improving the game experience and human-computer interaction rate.

[0228] In an exemplary embodiment of this application, the script list may further include a follow-up input script, which can be attached to a corresponding shared frame. Follow-up input refers to controlling one virtual object to follow the control instructions executed by another virtual object that has already been configured. For example, if a first virtual object has been configured, during the process of the first virtual object releasing a skill, a second virtual object can be controlled based on the follow-up input script attached to the shared frame, causing the second virtual object to perform the corresponding operation.

[0229] Figure 18 This is a schematic diagram of a configuration screen that includes a follow-up input script, provided in an embodiment of this application. Figure 18 As shown, the configuration screen for the follow input script can include ID, notes, breakpoints, and data. ID is the identification number corresponding to the current virtual object; notes can be used to set the trigger conditions for the current virtual object to execute the follow input script; breakpoints can be used to adjust the follow content of the current virtual object; and data can be used to set the follow data of the current virtual object using shared frames.

[0230] Taking the example of a reference virtual object following a first virtual object: During the movement of the first virtual object, the reference virtual object performs a movement opposite to that of the first virtual object in the X-axis direction and in the same direction in the Y-axis direction. Movement stops when the distance between the reference virtual object and the first virtual object is greater than or equal to a distance threshold.

[0231] Figure 19 This is a schematic diagram of a configuration screen including a follow-up input script corresponding to a reference virtual object, provided in an embodiment of this application. Figure 19 As shown, the configuration screen for the follow input script corresponding to the reference virtual object allows setting the follow delay time, follow coordinates, relative coordinates, and follow options. Setting the follow delay time of the reference virtual object to 4 frames means the reference virtual object moves 4 frames later than the first virtual object. The follow coordinates can use fixed relative coordinates, which can be the coordinates corresponding to the first virtual object. The follow options allow setting the follow state and follow distance conditions on the X, Y, and Z axes. For example, the reference virtual object can move in the opposite direction to the first virtual object along the X-axis, follow along along the Y-axis, and have no requirements for the Z-axis. During the reverse movement of the reference and first virtual objects along the X-axis, the maximum distance between them is 3.50.

[0232] The embodiments of this application can increase the interactivity between the first virtual object and the reference virtual object by following the input script, thereby enhancing the fun of the game. Furthermore, by controlling the first virtual object, the reference virtual object can be controlled by following the input script, which can reduce the game difficulty to some extent and decrease the hardware resources required to control the reference virtual object.

[0233] Figure 20 This is a flowchart of another virtual object control method provided in an embodiment of this application. For example... Figure 20 As shown, the control method for virtual objects may include the following steps 211 and 212.

[0234] In step 211, a game scene is displayed. The game scene includes a first virtual object and a second virtual object. The first virtual object is associated with a first movement control, and the second virtual object is associated with a second movement control.

[0235] In an exemplary embodiment of this application, the user terminal can display a game interface corresponding to the game scene, and the game interface corresponding to the game scene is the first game interface.

[0236] The process of step 211 can be found in the description of step 201 above, and will not be repeated here.

[0237] In step 212, in response to the triggering operation of the first movement control, the first virtual object is controlled to move in the game scene, and in response to the triggering operation of the second movement control, the second virtual object is controlled to move in the game scene.

[0238] In an exemplary embodiment of this application, the first movement control and the second movement control can be triggered simultaneously, or only one of the controls can be selected to be triggered.

[0239] When both the first and second movement controls are triggered simultaneously, the first and second virtual objects can be moved within the game scene using both controls. During this movement, each virtual object can execute the movement operations of its respective control; that is, although both objects are moving simultaneously, their movement states can differ.

[0240] When one of the first and second movement controls is triggered, the corresponding virtual object can be moved based on the triggered movement control. Taking the second movement control being triggered while the first movement control is not triggered as an example, the second virtual object is in a moving state based on the trigger operation of the second movement control, while the first virtual object can remain in a stationary state.

[0241] In an exemplary embodiment of this application, the first moving control functions similarly to the first control in steps 201 and 202, and the second moving control functions similarly to the second control in steps 201 and 202.

[0242] The process of step 212 can be found in the description of step 202 above, and will not be repeated here.

[0243] The embodiments of this application control the movement of a first virtual object and a second virtual object within a virtual scene using a first movement control and a second movement control. This allows for flexible adjustment of the movement operations of the first and second virtual objects according to the actual game situation, thereby increasing the diversity and fun of the game, enriching the gaming experience, and increasing the human-computer interaction rate. Furthermore, the second movement control allows direct control of the second virtual object's movement, simplifying the process and improving control efficiency during gameplay.

[0244] In an exemplary embodiment of this application, the game scene further includes a reference virtual object. In response to the triggering operation of the first movement control, the process of controlling the first virtual object to move in the game scene may include: in response to the triggering operation of the first movement control, controlling the first virtual object to move in the game scene based on a first reference direction, and controlling the reference virtual object to move in the game scene based on a second reference direction, wherein the second reference direction is different from the first reference direction.

[0245] This part is in Figure 5 As described in the relevant content, it will not be repeated here.

[0246] In an exemplary embodiment of this application, the game scene further includes a first skill control and a third virtual object. In response to a first trigger operation of the first skill control, the first virtual object is controlled to perform an attack operation on the third virtual object. If the first virtual object hits the third virtual object, the second virtual object is controlled to move to a first reference position within the location range of the third virtual object, and automatically attacks the third virtual object at the first reference position.

[0247] The first reference position can be the same as the first position, meaning the first reference position can be a location surrounding the third virtual object. This part is... Figure 6 As described in the relevant content, it will not be repeated here.

[0248] In an exemplary embodiment of this application, the game scene further includes a first skill control and a third virtual object. In response to a second trigger operation of the first skill control, the first virtual object and a reference virtual object are controlled to perform an attack operation on the third virtual object based on virtual props. If the virtual props hit the third virtual object, the second virtual object is controlled to move to a second reference position within the location range of the third virtual object, and automatically attacks the third virtual object at the second reference position.

[0249] The second reference position can be the same as or different from the first reference position. The second reference position can be any position surrounding the third virtual object. (This section is in...) Figure 7 As described in the relevant content, it will not be repeated here.

[0250] In an exemplary embodiment of this application, the game scene further includes a second skill control and a third virtual object. If the second movement control is not triggered, in response to the triggering operation of the second skill control, the second virtual object and the third virtual object are controlled to move a first distance toward the first virtual object; or, if the second movement control is triggered, in response to the triggering operation of the second skill control, the second virtual object and the third virtual object are controlled to move a second distance in a reference direction, the reference direction being determined based on the triggering operation of the second control.

[0251] This part is in Figure 8 and Figure 9 As described in the relevant content, it will not be repeated here.

[0252] In an exemplary embodiment of this application, the game scene further includes a third virtual object. When the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold, the second virtual object is controlled to automatically attack the third virtual object.

[0253] For example, a second virtual object is controlled to move via a second control. During the movement of the second virtual object, the distance between the second virtual object and a third virtual object is detected. If the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold, the second virtual object can be controlled to automatically attack the third virtual object.

[0254] The second virtual object can use a normal attack when automatically attacking the third virtual object. By controlling the position of the second virtual object, the effect of continuously and automatically attacking the third virtual object can be achieved. Controlling the second virtual object to automatically attack the third virtual object can, to some extent, reduce the difficulty of game operation and improve the game experience.

[0255] This part has already been described above, so it will not be repeated here.

[0256] This application also provides a control device for virtual objects. Figure 21 This is a schematic diagram of a control device structure for a virtual object provided in an embodiment of this application, such as... Figure 21 As shown, the device includes:

[0257] The first display module 2001 is used to display a first game interface. The first game interface includes a first virtual object and a second virtual object. The first virtual object is associated with a first control, and the second virtual object is associated with a second control. The control attributes of the first control and the second control are determined based on the associated virtual object.

[0258] The second display module 2002 is used to respond to the trigger operation of either the first control or the second control, and to display the first virtual object and the second virtual object that perform the control operation in the first game interface. The control operation performed by the first virtual object and the control operation performed by the second virtual object are both obtained based on the trigger operation.

[0259] In one possible implementation, the second display module 2002 is further configured to display a screen showing the first virtual object releasing a first skill in response to a first trigger operation of the first skill control; or, in response to a second trigger operation of the first skill control, display a screen showing the first virtual object releasing a second skill.

[0260] In one possible implementation, the first game interface further includes a virtual cover for hiding virtual objects. The second display module 2002 is also used to display an animation of the second virtual object moving to a first position through the virtual cover when at least one of the first or second skills acts on the third virtual object. The first position is within the skill interaction range between the second and third virtual objects. The second game interface is used to display the interaction animation between the first or at least one of the second virtual objects and the third virtual object.

[0261] In one possible implementation, the second display module 2002 is further configured to display a third game interface in response to the triggering operation of the second skill control. The third game screen includes a scene of the second virtual object releasing a third skill to the third virtual object. The third skill is used to control the second virtual object and the third virtual object to perform corresponding skill operations.

[0262] In one possible implementation, the second display module 2002 is further configured to display an animation of the second virtual object and the third virtual object moving a first distance toward the first virtual object when the second control is not triggered; or, when the second control is triggered, to display an animation of the second virtual object and the third virtual object moving a second distance in a reference direction, the reference direction being determined based on the triggering operation of the second control.

[0263] In one possible implementation, the second display module 2002 is further configured to display an animation of the second virtual object attacking the third virtual object on the second game interface when the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold.

[0264] In one possible implementation, the second display module 2002 is further configured to display an animation of the second virtual object moving to a second position when the distance between the second virtual object and the first virtual object is greater than or equal to a second distance threshold, wherein the distance between the second position and the first virtual object is less than the second distance threshold.

[0265] In one possible implementation, the second display module 2002 is further configured to display an animation of the second virtual object being hidden in a virtual cover when the second virtual object is attacked; and to display the second virtual object at a third position when the duration of the second virtual object in the virtual cover is greater than or equal to a threshold duration, wherein the distance between the third position and the first virtual object is less than a third distance threshold.

[0266] In one possible implementation, the first game interface also includes a reference virtual object and a second display module 2002, which is further used to display an animation of the reference virtual object moving based on a second reference direction when the first virtual object moves based on a first reference direction. The first reference direction is determined based on the triggering operation of the first control, and the second reference direction is different from the first reference direction.

[0267] In one possible implementation, the first game interface also includes a reference virtual object and a reference attribute value of the first virtual object. If either the second virtual object or the reference virtual object is attacked, the reference attribute value of the first virtual object displayed in the first game interface remains unchanged.

[0268] In one possible implementation, the second display module 2002 is further configured to display an animation of the second virtual object being hidden in a virtual cover when the reference attribute value of the first virtual object decreases; and to display the second virtual object when the change in the reference attribute value of the first virtual object is less than or equal to the attribute change threshold.

[0269] In one possible implementation, the second display module 2002 is further configured to, in response to a first trigger operation of the first skill control, display a screen showing the first virtual object releasing a fourth skill to the third virtual object when the second virtual object and the third virtual object move a first distance toward the first virtual object.

[0270] In one possible implementation, the second display module 2002 is further configured to, during the release of the second skill, respond to the triggering operation of the first control and change the release direction of the second skill based on the triggering operation of the first control.

[0271] In one possible implementation, the control attributes include the size of the control area, the first virtual object is the master virtual object, the second virtual object is the slave virtual object, and the size of the control area corresponding to the first control is larger than the size of the control area corresponding to the second control.

[0272] In one possible implementation, the second display module 2002 is further used to display a configuration screen, which is used to set configuration parameters, including parameters for creating virtual objects and attribute parameters corresponding to the virtual objects; and to generate virtual objects based on the configuration parameters set on the configuration screen, wherein the virtual objects include at least one of a first virtual object, a second virtual object, or a reference virtual object.

[0273] The embodiments of this application control the first and second virtual objects to perform corresponding control operations through a first control and a second control. The control operations performed by the first and second virtual objects can be flexibly adjusted according to the actual situation of the game, thereby increasing the diversity and fun of the game, enriching the gaming experience, and increasing the human-computer interaction rate. Furthermore, the second control allows direct control of the second virtual object, simplifying the control process and improving control efficiency during gameplay.

[0274] This application also provides a control device for virtual objects. Figure 22 This is a schematic diagram of another virtual object control device structure provided in the embodiments of this application, such as... Figure 22 As shown, the device includes:

[0275] Display module 2003 is used to display a game scene. The game scene includes a first virtual object and a second virtual object. The first virtual object is associated with a first motion control, and the second virtual object is associated with a second motion control.

[0276] The control module 2004 is used to control the first virtual object to move in the game scene in response to the trigger operation of the first movement control, and to control the second virtual object to move in the game scene in response to the trigger operation of the second movement control.

[0277] In one possible implementation, the game scene also includes a first skill control and a third virtual object. The control module 2004 is also used to respond to a first trigger operation of the first skill control, control the first virtual object to perform an attack operation on the third virtual object; if the first virtual object hits the third virtual object, control the second virtual object to move to a first reference position within the range of the location of the third virtual object, and automatically attack the third virtual object at the first reference position.

[0278] In one possible implementation, the game scene also includes a first skill control and a third virtual object. The control module 2004 is also used to control the first virtual object to perform an attack operation on the third virtual object in response to the first trigger operation of the first skill control.

[0279] If the first virtual object hits the third virtual object, control the second virtual object to move to the first reference position within the range of the third virtual object's location, and automatically attack the third virtual object from the first reference position.

[0280] In one possible implementation, the game scene also includes a first skill control and a third virtual object. The control module 2004 is also used to respond to a second trigger operation of the first skill control and control the first virtual object and the reference virtual object to perform an attack operation on the third virtual object based on virtual props.

[0281] When a virtual prop hits a third virtual object, control the second virtual object to move to a second reference position within the location range of the third virtual object, and automatically attack the third virtual object from the second reference position.

[0282] In one possible implementation, the game scene also includes a second skill control and a third virtual object. The control module 2004 is further configured to, in response to the triggering operation of the second skill control, control the second virtual object and the third virtual object to move a first distance toward the first virtual object when the second movement control is not triggered; or, in response to the triggering operation of the second skill control, control the second virtual object and the third virtual object to move a second distance in a reference direction, wherein the reference direction is determined based on the triggering operation of the second control.

[0283] In one possible implementation, the control module 2004 is further configured to control the second virtual object to automatically attack the third virtual object when the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold.

[0284] The embodiments of this application control the movement of a first virtual object and a second virtual object within a virtual scene using a first movement control and a second movement control. This allows for flexible adjustment of the movement operations of the first and second virtual objects according to the actual game situation, thereby increasing the diversity and fun of the game, enriching the gaming experience, and increasing the human-computer interaction rate. Furthermore, the second movement control allows direct control of the second virtual object's movement, simplifying the process and improving control efficiency during gameplay.

[0285] 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.

[0286] Figure 23This illustration shows a structural block diagram of a terminal device 2100 provided in an exemplary embodiment of this application. The terminal device 2100 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.

[0287] Typically, terminal device 2100 includes a processor 2101 and a memory 2102.

[0288] Processor 2101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2101 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 2101 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 2101 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 2101 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0289] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 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 2102 are used to store at least one instruction, which is executed by the processor 2101 to implement the virtual object control method provided in the method embodiments of this application.

[0290] In some embodiments, the terminal device 2100 may also optionally include a peripheral device interface 2103 and at least one peripheral device. The processor 2101, memory 2102, and peripheral device interface 2103 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2103 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: radio frequency circuitry 2104, display screen 2105, camera assembly 2106, audio circuitry 2107, and power supply 2108.

[0291] Peripheral device interface 2103 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 2101 and memory 2102. In some embodiments, processor 2101, memory 2102 and peripheral device interface 2103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 2101, memory 2102 and peripheral device interface 2103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0292] The radio frequency (RF) circuit 2104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2104 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 2104 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 2104 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 2104 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0293] Display screen 2105 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 2105 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 2101 for processing. In this case, display screen 2105 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 2105, disposed on the front panel of terminal device 2100; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 2100 or in a folded design; in still other embodiments, display screen 2105 may be a flexible display screen, disposed on a curved or folded surface of terminal device 2100. Furthermore, display screen 2105 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 2105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0294] The camera assembly 2106 is used to acquire images or videos. Optionally, the camera assembly 2106 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 2100, and the rear-facing camera is located on the back of the terminal device 2100. 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 2106 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.

[0295] The audio circuit 2107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 2101 for processing, or input to the radio frequency circuit 2104 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of the terminal device 2100. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 2101 or the radio frequency circuit 2104 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 2107 may also include a headphone jack.

[0296] Power supply 2108 is used to supply power to the various components in terminal device 2100. Power supply 2108 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 2108 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, and 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.

[0297] In some embodiments, the terminal device 2100 further includes one or more sensors 2110. The one or more sensors 2110 include, but are not limited to: an acceleration sensor 2111, a gyroscope sensor 2112, a pressure sensor 2113, an optical sensor 2114, and a proximity sensor 2115.

[0298] Accelerometer 2111 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal device 2100. For example, accelerometer 2111 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 2101 can control display screen 2105 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 2111. Accelerometer 2111 can also be used for games or for acquiring user motion data.

[0299] The gyroscope sensor 2112 can detect the orientation and rotation angle of the terminal device 2100. The gyroscope sensor 2112 can work in conjunction with the accelerometer sensor 2111 to collect the user's 3D movements on the terminal device 2100. Based on the data collected by the gyroscope sensor 2112, the processor 2101 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.

[0300] The pressure sensor 2113 can be disposed on the side bezel of the terminal device 2100 and / or on the lower layer of the display screen 2105. When the pressure sensor 2113 is disposed on the side bezel of the terminal device 2100, it can detect the user's grip signal on the terminal device 2100, and the processor 2101 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 2113. When the pressure sensor 2113 is disposed on the lower layer of the display screen 2105, the processor 2101 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 2105. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0301] Optical sensor 2114 is used to collect ambient light intensity. In one embodiment, processor 2101 can control the display brightness of display screen 2105 based on the ambient light intensity collected by optical sensor 2114. Specifically, when the ambient light intensity is high, the display brightness of display screen 2105 is increased; when the ambient light intensity is low, the display brightness of display screen 2105 is decreased. In another embodiment, processor 2101 can also dynamically adjust the shooting parameters of camera assembly 2106 based on the ambient light intensity collected by optical sensor 2114.

[0302] The proximity sensor 2115, also known as a distance sensor, is typically installed on the front panel of the terminal device 2100. The proximity sensor 2115 is used to detect the distance between the user and the front of the terminal device 2100. In one embodiment, when the proximity sensor 2115 detects that the distance between the user and the front of the terminal device 2100 is gradually decreasing, the processor 2101 controls the display screen 2105 to switch from a screen-on state to a screen-off state; when the proximity sensor 2115 detects that the distance between the user and the front of the terminal device 2100 is gradually increasing, the processor 2101 controls the display screen 2105 to switch from a screen-off state to a screen-on state.

[0303] Those skilled in the art will understand that Figure 23 The structure shown does not constitute a limitation on the terminal device 2100, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0304] Figure 24This is a schematic diagram of the server structure provided in the embodiments of this application. The server 2200 can vary considerably due to different configurations or performance. It may include one or more processors 2201 and one or more memories 2202, wherein the one or more memories 2202 store at least one line of program code. This at least one line of program code is loaded and executed by the one or more processors 2201 to implement the virtual object control method provided in the various method embodiments described above. Of course, the server 2200 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 2200 may also include other components for implementing device functions, which will not be elaborated here.

[0305] 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.

[0306] 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.

[0307] 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.

[0308] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been 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. For example, the first game interface, first trigger operation, second trigger operation, and second game interface involved in this application were all obtained with full authorization.

[0309] 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.

[0310] 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 method for controlling a virtual object, characterized in that, The method includes: The game interface is displayed. The game interface includes a first virtual object and a second virtual object. The first virtual object is associated with a first control, and the second virtual object is associated with a second control. The control attributes of the first control and the second control are determined based on the associated virtual object. In response to a trigger operation of either the first control or the second control, the first virtual object and the second virtual object that perform the control operation are displayed in the first game interface. The control operation performed by the first virtual object and the control operation performed by the second virtual object are both obtained based on the trigger operation.

2. The method according to claim 1, characterized in that, After displaying the first game interface, the following is also included: In response to the first trigger operation of the first skill control, display the screen of the first virtual object releasing the first skill; or, In response to the second trigger operation of the first skill control, a screen is displayed showing the first virtual object releasing the second skill.

3. The method according to claim 2, characterized in that, The first game interface also includes a virtual cover, which is used to hide virtual objects, and the method further includes: When at least one of the first skill or the second skill acts on the third virtual object, an animation is displayed showing the second virtual object moving to a first position through the virtual cover, the first position being within the skill interaction range between the second virtual object and the third virtual object; Display a second game interface, which is used to display the interaction animation between the first virtual object or at least the second virtual object and the third virtual object.

4. The method according to claim 1, characterized in that, After displaying the first game interface, the following is also included: In response to the triggering operation of the second skill control, a third game interface is displayed. The third game screen includes a scene where the second virtual object releases a third skill to the third virtual object. The third skill is used to control the second virtual object and the third virtual object to perform corresponding skill operations.

5. The method according to claim 4, characterized in that, After displaying the third game interface, the following is also included: If the second control is not triggered, display an animation showing the second virtual object and the third virtual object moving a first distance toward the first virtual object; or... When the second control is triggered, an animation is displayed showing the second virtual object and the third virtual object moving a second distance in a reference direction, which is determined based on the triggering operation of the second control.

6. The method according to claim 3, characterized in that, The display of the second game interface includes: If the distance between the second virtual object and the third virtual object is less than or equal to the first distance threshold, an animation of the second virtual object attacking the third virtual object is displayed on the second game interface.

7. The method according to claim 1, characterized in that, The method further includes: If the distance between the second virtual object and the first virtual object is greater than or equal to a second distance threshold, an animation is displayed showing the second virtual object moving to a second position, where the distance between the second position and the first virtual object is less than the second distance threshold.

8. The method according to claim 3, characterized in that, The method further includes: In the event that the second virtual object is attacked, an animation is displayed showing the second virtual object hiding inside the virtual cover; If the duration of time the second virtual object is located in the virtual shelter is greater than or equal to a threshold duration, the second virtual object is displayed at a third position, and the distance between the third position and the first virtual object is less than a third distance threshold.

9. The method according to any one of claims 1-8, characterized in that, The first game interface also includes a reference virtual object, and after displaying the first game interface, it further includes: When the first virtual object moves based on a first reference direction, an animation is displayed showing the reference virtual object moving based on a second reference direction. The first reference direction is determined based on the triggering operation of the first control, and the second reference direction is different from the first reference direction.

10. The method according to any one of claims 1-8, characterized in that, The first game interface also includes a reference virtual object and a reference attribute value of the first virtual object. If either the second virtual object or the reference virtual object is attacked, the reference attribute value of the first virtual object displayed in the first game interface remains unchanged.

11. The method according to any one of claims 1-8, characterized in that, The method further includes: When the reference attribute value of the first virtual object decreases, an animation is displayed showing the second virtual object hiding in the virtual cover; If the change in the reference attribute value of the first virtual object is less than or equal to the attribute change threshold, the second virtual object is displayed.

12. The method according to claim 5, characterized in that, After displaying the third game interface, the following is also included: When the second virtual object and the third virtual object move a first distance toward the first virtual object, in response to the first trigger operation of the first skill control, a screen is displayed showing the first virtual object releasing a fourth skill toward the third virtual object.

13. The method according to claim 2, characterized in that, The method further includes: During the release of the second skill, in response to the triggering operation of the first control, the release direction of the second skill is changed based on the triggering operation of the first control.

14. The method according to any one of claims 1-8, characterized in that, The control attributes include the size of the control area, the first virtual object is the main character virtual object, the second virtual object is the secondary character virtual object, and the size of the control area corresponding to the first control is larger than the size of the control area corresponding to the second control.

15. The method according to any one of claims 1-8, characterized in that, Before displaying the first game interface, the following is also included: The configuration screen is used to set configuration parameters, including parameters for creating virtual objects and attribute parameters corresponding to the virtual objects. The virtual object is generated based on the configuration parameters set in the configuration screen. The virtual object includes at least one of the first virtual object, the second virtual object, or the reference virtual object.

16. A method for controlling a virtual object, characterized in that, The method includes: The game scene is displayed, and the game scene includes a first virtual object and a second virtual object. The first virtual object is associated with a first movement control, and the second virtual object is associated with a second movement control. In response to the triggering operation of the first movement control, the first virtual object is controlled to move in the game scene; in response to the triggering operation of the second movement control, the second virtual object is controlled to move in the game scene.

17. The method according to claim 16, characterized in that, The game scene also includes a reference virtual object, and the step of controlling the first virtual object to move within the game scene in response to the triggering operation of the first movement control includes: In response to the triggering operation of the first movement control, the first virtual object is controlled to move in the game scene based on a first reference direction, and the reference virtual object is controlled to move in the game scene based on a second reference direction, which is different from the first reference direction.

18. The method according to claim 16, characterized in that, The game scene also includes a first skill control and a third virtual object. After displaying the game scene, it also includes: In response to the first trigger operation of the first skill control, the first virtual object is controlled to perform an attack operation on the third virtual object; If the first virtual object hits the third virtual object, the second virtual object is controlled to move to a first reference position within the location range of the third virtual object, and automatically attacks the third virtual object at the first reference position.

19. The method according to claim 17, characterized in that, The game scene also includes a first skill control and a third virtual object. After displaying the game scene, it also includes: In response to the second trigger operation of the first skill control, the first virtual object and the reference virtual object are controlled to perform an attack operation on the third virtual object based on virtual props; When the virtual prop hits the third virtual object, the second virtual object is controlled to move to a second reference position within the location range of the third virtual object, and automatically attacks the third virtual object at the second reference position.

20. The method according to claim 16, characterized in that, The game scene also includes a second skill control and a third virtual object. After displaying the game scene, it also includes: If the second movement control is not triggered, in response to the triggering operation of the second skill control, the second virtual object and the third virtual object are controlled to move a first distance toward the first virtual object; or, When the second movement control is triggered, in response to the triggering operation of the second skill control, the second virtual object and the third virtual object are controlled to move a second distance in a reference direction, the reference direction being determined based on the triggering operation of the second control.

21. The method according to claim 16, characterized in that, The game scene also includes a third virtual object, and after displaying the game scene, it further includes: If the distance between the second virtual object and the third virtual object is less than or equal to a first distance threshold, the second virtual object is controlled to automatically attack the third virtual object.

22. A display device for multimedia resources, characterized in that, The device includes: A first display module is used to display a first game interface. The first game interface includes a first virtual object and a second virtual object. The first virtual object is associated with a first control, and the second virtual object is associated with a second control. The control attributes of the first control and the second control are determined based on the associated virtual object. The second display module is used to respond to the trigger operation of either the first control or the second control, and to display the first virtual object and the second virtual object that perform the control operation in the first game interface. The control operation performed by the first virtual object and the control operation performed by the second virtual object are both obtained based on the trigger operation.

23. A display device for multimedia resources, characterized in that, The device includes: The display module is used to display a game scene, which includes a first virtual object and a second virtual object. The first virtual object is associated with a first movement control, and the second virtual object is associated with a second movement control. The control module is used to control the first virtual object to move in the game scene in response to the trigger operation of the first movement control, and to control the second virtual object to move in the game scene in response to the trigger operation of the second movement control.

24. A computer device, characterized in that, The computer device includes 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 to enable the computer device to implement the virtual object control method as described in any one of claims 1 to 21.

25. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the control method for the virtual object as described in any one of claims 1 to 21.