Virtual object control method and device, equipment and storage medium

By using a virtual joystick to drag and switch the movement state of virtual objects within and outside the first trigger area, the problem of the single control method for virtual objects in the existing technology is solved, realizing more flexible and convenient virtual object control and improving the user experience.

CN121648560APending Publication Date: 2026-03-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-12
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

In existing technologies, the control methods for virtual objects are relatively simple, requiring two-handed operation or additional controls to enter the sprint state, resulting in high operational complexity and a poor user experience.

Method used

The movement state of a virtual object can be switched by using a virtual joystick. The position change of the drag operation can be controlled to switch the virtual object from the first movement state to the second movement state, such as the sprint state, by moving it outside the first trigger area, thus enriching the control methods.

Benefits of technology

It simplifies the operation process, reduces operational complexity, improves the user experience, and enhances the flexibility and richness of control by changing the direction of movement of virtual objects with the direction of dragging.

✦ 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 relates to the technical field of computers and the Internet. The method comprises the steps that a picture of a virtual environment is displayed, the upper layer of the picture comprises a virtual rocker, the virtual environment comprises a first virtual object, and the virtual rocker is used for controlling the first virtual object to move in the virtual environment; in response to a dragging operation for the virtual joystick, under the condition that the real-time position of the dragging operation is located in the first triggering area, controlling the first virtual object to move in the virtual environment in a first moving state; under the condition that the real-time position of the dragging operation moves from the interior of the first triggering area to the exterior of the first triggering area, the first virtual object is controlled to move in the virtual environment in the first direction in the second moving state, the first direction is related to the dragging direction of the dragging operation, and the second moving state is different from the first moving state. According to the method, the control modes of the virtual object are enriched.
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Description

Technical Field

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

[0002] In games, virtual objects are typically controlled by a virtual joystick on the user interface. For example, dragging the virtual joystick to the left moves the virtual object to the left. Furthermore, virtual objects can also be in a sprint state. When in this sprint state, the virtual object moves at a faster speed.

[0003] In related technologies, in response to a sliding operation from a virtual joystick to a sprint control, a virtual object can be controlled to move forward in a sprint state.

[0004] Therefore, among the aforementioned related technologies, the control methods for virtual objects are relatively simple. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for controlling virtual objects. The technical solutions provided by this application include the following aspects.

[0006] According to one aspect of the embodiments of this application, a method for controlling a virtual object is provided, the method comprising the following steps.

[0007] The screen displays a virtual environment, the upper layer of which includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the movement of the first virtual object in the virtual environment.

[0008] In response to a drag operation on the virtual joystick, if the real-time position of the drag operation is within a first trigger area, the first virtual object is controlled to move in a first movement state in the virtual environment, wherein the first trigger area is the area centered on the center point of the virtual joystick.

[0009] When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to move in a second movement state in the virtual environment in a first direction. The first direction is related to the drag direction of the drag operation. The second movement state is different from the first movement state.

[0010] According to one aspect of the embodiments of this application, a control device for a virtual object is provided, the device comprising the following modules.

[0011] The display module is used to display the screen of a virtual environment. The upper layer of the screen includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the movement of the first virtual object in the virtual environment.

[0012] A first control module is configured to respond to a drag operation on the virtual joystick, and when the real-time position of the drag operation is within a first trigger area, control the first virtual object to move in a first movement state in the virtual environment, wherein the first trigger area is a region centered on the center point of the virtual joystick.

[0013] The second control module is used to control the first virtual object to move in a second movement state in the virtual environment in a first direction when the real-time position of the drag operation moves from the first trigger area to outside the first trigger area. The first direction is related to the drag direction of the drag operation, and the second movement state is different from the first movement state.

[0014] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described virtual object control method.

[0015] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the storage medium, the computer program being loaded and executed by a processor to implement the above-described method for controlling virtual objects.

[0016] According to one aspect of the embodiments of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned virtual object control method.

[0017] The technical solutions provided in this application embodiment may have the following beneficial effects:

[0018] Unlike related technologies, where a sliding operation from a virtual joystick to a sprint control is required to move a virtual object forward in a sprint state, the technical solution provided in this application controls the first virtual object to be in a first movement state when the real-time position of the drag operation is within a first trigger area. When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to switch from the first movement state to a second movement state (such as the sprint state in related technologies). Switching between two different movement states can be achieved using a single virtual joystick, enriching the control methods for virtual objects.

[0019] Furthermore, the first virtual object moves in the virtual environment in a second movement state in a first direction. This first direction is not static; it is related to the dragging direction of the dragging operation. When the dragging direction changes, the first direction also changes. Therefore, this application enriches the forms of human-computer interaction and helps improve the user's gaming experience. Attached Figure Description

[0020] Figure 1 This is a structural block diagram of a computer system provided in one embodiment of this application;

[0021] Figure 2 This is a schematic diagram of the control method for virtual objects provided by related technologies;

[0022] Figure 3 This is a flowchart of a virtual object control method provided in one embodiment of this application;

[0023] Figure 4 This is a flowchart of a virtual object control method provided in another embodiment of this application;

[0024] Figure 5 This is a flowchart of a virtual object control method provided in another embodiment of this application;

[0025] Figure 6 This is a schematic diagram of a virtual joystick provided in one embodiment of this application;

[0026] Figure 7 This is a schematic diagram of a prompt message provided in one embodiment of this application;

[0027] Figure 8 This is a schematic diagram of status indication information provided in one embodiment of this application;

[0028] Figure 9 This is a schematic diagram illustrating the variation of the first prompt information provided in one embodiment of this application;

[0029] Figure 10This is a block diagram of a method for controlling a virtual object with prompts, provided in one embodiment of this application.

[0030] Figure 11 This is a block diagram of a control device for a virtual object provided in one embodiment of this application;

[0031] Figure 12 This is a structural block diagram of a terminal device provided in one embodiment of this application. Detailed Implementation

[0032] 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.

[0033] First, a brief introduction to the terms used in the embodiments of this application:

[0034] Virtual Environment: A virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual objects, and has virtual resources available to both virtual objects. Optionally, the virtual environment includes a symmetrical lower left and upper right corner area, with virtual objects belonging to two opposing factions each occupying one area, and the victory objective being the destruction of target buildings / outposts / bases / crystals deep within the opponent's area.

[0035] Virtual objects refer to virtual characters, virtual vehicles, virtual items, etc., controlled by a user account in a target application; this application does not limit this. Taking a game application as an example, a virtual object refers to a virtual character controlled by a user account in the game application. Virtual objects can be human figures, animals, cartoons, or other forms; this application does not limit this. Virtual objects can be displayed in three-dimensional or two-dimensional form; this application does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. The activities of virtual objects include, but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing at least one of these. Illustratively, a virtual object is a virtual character, such as a simulated human character or an anime character. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this. For example, depending on the method of controlling the virtual object, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects. User-controlled virtual objects are active objects in the virtual environment controlled by the client. Server-controlled virtual objects are virtual objects controlled by automatic control algorithms or artificial intelligence programs on the client or server. Server-controlled virtual objects include active and inactive objects in the virtual environment. For example, an inactive object can respond to or influence the activities of an active object; for instance, an active object can destroy an inactive object, or an active object can enter an inactive state when it enters an inactive object. For example, the first virtual object in this application is a client-controlled virtual object. For example, the second virtual object in this application can be a virtual object controlled by another client or server.

[0036] User Interface (UI) controls: Any visible control or element on the user interface of an application, such as images, input boxes, text boxes, buttons, labels, etc. Some UI controls respond to user actions; for example, a virtual joystick is used to control the movement of a virtual object. The user triggers the virtual joystick to control the movement of the virtual object. The UI controls involved in the embodiments of this application include, but are not limited to, virtual joysticks.

[0037] Please refer to Figure 1 This illustration shows a schematic diagram of a computer system provided in one embodiment of this application. The computer system may include: a terminal device 10 and a server 20.

[0038] Terminal device 10 includes, but is not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, and other electronic devices. A client application for the target application can be installed on terminal device 10. Optionally, the target application can be an application that requires downloading and installation, or it can be an application that can be used instantly; this embodiment of the application does not limit this.

[0039] In this embodiment of the application, the target application is an application that provides a virtual environment and teaching information. Such a target application can be any one of the following: simulation program, shooting game, virtual reality (VR) application, augmented reality (AR) application, 3D mapping program, virtual reality game, augmented reality game, first-person shooter (FPS) game, multiplayer shooting survival game, third-person shooter (TPS) game, multiplayer online battle arena (MOBA) game, strategy game (SLG), social application, or interactive entertainment application. In some embodiments, the target application displays a virtual environment screen, the upper layer of which includes a virtual joystick. The virtual environment includes a first virtual object, and the virtual joystick is used to control the movement of the first virtual object within the virtual environment. In response to a drag operation on the virtual joystick, if the real-time position of the drag operation is within a first trigger area, the first virtual object is controlled to move in a first movement state within the virtual environment. The first trigger area is the area centered on the center point of the virtual joystick. If the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to move in a second movement state in a first direction within the virtual environment. The first direction is related to the drag direction of the drag operation, and the second movement state is different from the first movement state. Furthermore, different applications provide different virtual objects, virtual joysticks, and first trigger areas; this embodiment does not limit these. In this embodiment, a game application is used as an example. Optionally, a client of the aforementioned target application runs on the terminal device 10.

[0040] The aforementioned virtual environment is a scene displayed (or provided) by the client of the target application (such as a game application) when it runs on a terminal device. This virtual environment refers to a created scene for virtual objects to perform activities (such as game competitions), such as virtual houses, virtual islands, and virtual maps. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment; this application does not limit this. The virtual environment includes a first virtual object and a second virtual object. Of course, the virtual environment can also include other virtual objects; this application does not limit this as well.

[0041] The aforementioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc., controlled by a user account within the target application; this application does not limit this. Taking a game application as an example, a virtual object refers to a game object controlled by a user account within the game application. Virtual objects can be in the form of a character, an animal, a cartoon character, or other forms; this application does not limit this. Exemplarily, both the first and second virtual objects in this application are virtual objects controlled by the client. Exemplarily, while the first virtual object in this application is a client-controlled virtual object, the second virtual object can also be a server-controlled virtual object.

[0042] Server 20 is used to provide backend services for the client of the target application in terminal device 10. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.

[0043] In some embodiments, terminal device 10 includes a first terminal device and a second terminal device, wherein a first client of the target application is installed on the first terminal device, and a second client of the target application is installed on the second terminal device. A first user's first user account controls a first virtual object (also referred to as a master virtual object) in the first client of the target application, and a second user's second user account controls a second virtual object in the second client of the target application. Of course, in this embodiment, the second virtual object can belong to a virtual object controlled by the server (an artificial intelligence virtual object) in addition to the user-controlled virtual object described above. Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions; in this case, the second virtual object is considered a friendly virtual object of the first virtual object. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have an adversarial relationship; in this case, the second virtual object is considered an adversary virtual object of the first virtual object. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal device can refer to one of a plurality of terminal devices, and the second terminal device can refer to another of a plurality of terminal devices. This embodiment only uses the first terminal device and the second terminal device as examples.

[0044] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.

[0045] Before introducing the specific solution of this application, the relevant background technology will be briefly explained below.

[0046] The first approach in related technologies, such as Figure 2 As shown in sub-figure (a), the virtual joystick 210 can only control the virtual object to move freely. To control the virtual object to enter a sprint state, the user needs to use both hands. For example, pressing the virtual joystick 210 and the sprint control 220 simultaneously is required to control the virtual object to enter a sprint state.

[0047] The second approach in related technologies, such as Figure 2 As shown in sub-figure (b), the virtual joystick 230 is used to control the free movement of the virtual object. To control the virtual object to enter the sprint state, a drag operation from the virtual joystick 230 to the sprint control 240 is required.

[0048] However, the first method in the aforementioned technologies requires two controls to work together to control the virtual object into a sprint state. For the user, this requires two hands, resulting in high operational complexity and a poor user experience. Furthermore, the control efficiency of the virtual object is relatively low.

[0049] The second method in the aforementioned technologies requires dragging from the virtual joystick to the sprint control to put the virtual object into sprint mode, and it can only control the virtual object to sprint forward. This is not user-friendly for users with smaller hands, and the control method for the virtual object is relatively limited.

[0050] The technical solution provided in this application allows switching between two different movement states using a single virtual joystick, enriching the control methods for virtual objects. It eliminates the need for additional controls, reducing operational complexity and improving the user's gaming experience.

[0051] Furthermore, in this embodiment, the virtual object is not fixed in that it can only dash forward; when the dragging direction of the dragging operation changes, the dashing direction of the virtual object also changes. Therefore, this application also enriches the control methods for virtual objects.

[0052] Please refer to Figure 3 The diagram illustrates a flowchart of a virtual object control method provided in one embodiment of this application. The execution entity for each step of this method can be... Figure 1 The terminal device 10 in the implementation environment of the illustrated scheme may be a client of the target application, where the execution subject of each step is the aforementioned target application. In the following method embodiments, for ease of description, the execution subject of each step will only be described as a "client". The method may include at least one of the following steps (310-330):

[0053] Step 310: Display the screen of the virtual environment. The upper layer of the screen includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the movement of the first virtual object in the virtual environment.

[0054] In this application embodiment, when displaying a virtual environment on a terminal device, there are at least three display methods. The first is a first-person perspective, where a virtual camera is installed above the head of the first virtual object, and the view obtained by this virtual camera is used as the displayed virtual environment image. In this case, the first virtual object is not included in the displayed virtual environment image. The second is a third-person perspective, where a virtual camera is installed behind the first virtual object, and the view obtained by this virtual camera is used as the displayed virtual environment image. In this case, the displayed virtual environment image may include part or all of the first virtual object. The orientation of both the first-person and third-person perspectives changes with the orientation of the first virtual object. The third is another perspective with a specific direction, where the orientation of the perspective does not change. That is, the view obtained by the virtual camera observing the entire virtual environment according to a specific orientation is used as the displayed virtual environment image. In this case, the first virtual object may be displayed in the center of the virtual environment image, in another position within the virtual environment image, or not displayed at all. This application does not limit this.

[0055] For an explanation of the virtual environment and the first virtual object, please refer to the above embodiments; they will not be repeated here.

[0056] In some embodiments, a virtual joystick is a UI control for controlling the movement of a virtual object. In some embodiments, the virtual joystick includes a virtual disk and a joystick drag point. Exemplarily, in response to a drag operation on the virtual joystick, the position of the virtual disk does not change, while the joystick drag point changes with the real-time position of the drag operation. Exemplarily, the area containing the virtual disk is the movable range of the joystick drag point. Exemplarily, the area containing the virtual disk is the movable range where the center of the joystick drag point is located. Exemplarily, as... Figure 6 As shown, the joystick drag point 620 can change with the real-time position of the drag operation, and the center point 610 of the virtual joystick is also the center point of the virtual disk.

[0057] In some embodiments, when the real-time position of the drag operation is within the virtual disk, the real-time position of the drag operation is also the position of the joystick drag point. In some embodiments, when the real-time position of the drag operation is outside the virtual disk, the position of the joystick drag point is the point on the virtual disk that is closest to the real-time position of the drag operation.

[0058] The following is an example illustrating when the virtual joystick will be displayed.

[0059] In some embodiments, the virtual joystick is displayed on the user interface throughout the entire process. Exemplarily, the virtual joystick serves as a UI control on top of the virtual environment's screen, and its display position remains unchanged; it is displayed synchronously with the virtual environment's screen. Exemplarily, the virtual joystick contains a response area; when the starting position of a dragging operation falls within this response area, the virtual joystick is considered triggered. In some embodiments, this response area is the area where the virtual disk is located, or it is an area that shares the same center point as the virtual disk but has a smaller area.

[0060] In some embodiments, the virtual joystick is not displayed on the user interface from beginning to end. For example, the virtual joystick is displayed in response to a press operation. Further, the finger performing the press operation remains on the screen while the drag operation continues.

[0061] For example, the virtual joystick, as a UI control on the upper layer of the virtual environment screen, does not change its display position. For example, it is necessary to determine whether the pressing position of the press operation falls within the response area. If it falls within the response area, the virtual joystick is displayed at a fixed position. In some embodiments, the response area is the area where the virtual disk of the virtual joystick is located at the fixed position, or the response area is an area that shares the same center point as the virtual disk but has a smaller area than the virtual disk.

[0062] For example, the virtual joystick, as a UI control on the upper layer of the virtual environment screen, changes its display position. For example, the virtual joystick is displayed with the pressing position of the press operation as the center point. For example, the virtual disk of the virtual joystick is centered on the pressing position. For example, when the pressing position of the press operation changes, the display position of the virtual joystick also changes.

[0063] In some embodiments, a virtual joystick is used to control the movement of a first virtual object within a virtual environment. Exemplarily, the virtual joystick is used to control the movement of the first virtual object in various directions within the virtual environment. Exemplarily, when the dragging direction of a drag operation changes, the movement direction controlling the first virtual object in the virtual environment also changes.

[0064] Step 320: In response to a drag operation on the virtual joystick, if the real-time position of the drag operation is within the first trigger area, control the first virtual object to move in the virtual environment in a first movement state. The first trigger area is the area centered on the center point of the virtual joystick.

[0065] In some embodiments, a drag operation on a virtual joystick is an operation for dragging the virtual joystick. Exemplarily, in response to this drag operation, the position of the joystick drag point changes. Exemplarily, the drag operation can drag the joystick drag point so that the joystick drag point and the real-time position of the drag operation are at the same position.

[0066] In other embodiments, when the real-time position of the drag operation is within the virtual disk, the real-time position of the drag operation is also the position of the joystick drag point. In some embodiments, when the real-time position of the drag operation is outside the virtual disk, the position of the joystick drag point is the point on the virtual disk that is closest to the real-time position of the drag operation.

[0067] The drag operation mentioned in this application embodiment is considered to be an operation in which the finger does not leave the screen but the position of the finger changes. For example, when the finger leaves the screen, the drag operation is considered to have ended.

[0068] In some embodiments, the first trigger area is a region on the user interface. Exemplarily, the first trigger area is a preset region. Exemplarily, the first trigger area is the region centered on the center point of the virtual joystick. Here, the center point of the virtual joystick is considered to be the location of the center of the virtual disk.

[0069] In some embodiments, the first trigger area may also be an area not centered on the center point of the virtual joystick. That is, the position of the first trigger area is independent of the location of the center point of the virtual joystick. For example, the first trigger area is a pre-defined area by the developer, and its position is set by the developer and cannot be changed by the user. For example, the position of the first trigger area can be adjusted by the user, and the first trigger area can be any area on the screen, such as at least one of the following: left, right, top, or bottom of the virtual joystick. For example, the area of ​​this area is set by the developer and cannot be changed by the user. For example, the area of ​​the first trigger area can be adjusted by the user.

[0070] In some embodiments, the first triggering region is the region whose distance from the center point of the virtual joystick is less than or equal to a first threshold.

[0071] For example, the first trigger region is the region whose distance from the center point of the virtual joystick is less than a first threshold. For example, the first trigger region is the region whose distance from the center point of the virtual joystick is less than and equal to the first threshold.

[0072] For example, the first threshold may be preset by the developer, set by the user, or automatically adjusted according to the user's operating habits.

[0073] For example, the value of the first threshold is B, where B is a positive number.

[0074] In some embodiments, when the real-time position of the drag operation is within a first trigger area, the first virtual object is controlled to move in a first movement state within the virtual environment. For example, when the distance between the real-time position of the drag operation and the center point of the virtual joystick is less than a first threshold, the first virtual object is controlled to move in the first movement state within the virtual environment.

[0075] For example, the first virtual object is controlled to move in a first movement state in the virtual environment, and a screen showing the first virtual object moving in the first movement state in the virtual environment is displayed.

[0076] For an explanation of the first movement state, please refer to the following embodiment.

[0077] Step 330: When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, control the first virtual object to move in the virtual environment in a second movement state in a first direction. The first direction is related to the drag direction of the drag operation. The second movement state is different from the first movement state.

[0078] First, the first direction and the dragging direction will be explained as follows.

[0079] The first direction refers to the direction of movement of the first virtual object within the virtual environment. If the virtual environment is three-dimensional or 2.5-dimensional, then when displaying the virtual environment, it needs to be mapped onto a two-dimensional plane to obtain the displayed image. Therefore, when the first virtual object moves in the virtual environment in the first direction, after mapping to the two-dimensional plane, the direction of movement displayed on the virtual environment's screen becomes the mapped first direction, which is the direction of movement shown to the user through the two-dimensional plane. When the virtual environment itself is a two-dimensional virtual environment, since the two-dimensional virtual environment is already on a two-dimensional plane, the first direction does not need to be mapped, or it can be understood that the mapped first direction and the first direction are the same direction.

[0080] The dragging direction is from the center point of the virtual joystick to the real-time position of the dragging operation. Taking point 'a' as the center point of the virtual joystick, when the real-time position of the dragging operation is point 'b', the dragging direction is from point 'a' to point 'b'. When the real-time position of the dragging operation moves from point 'b' to point 'c', the dragging direction is from point 'a' to point 'c'. For example, regardless of how the real-time position of the dragging operation changes, the dragging direction is always from the center point of the virtual joystick to the real-time position of the dragging operation.

[0081] For example, the first direction is related to the drag direction of the drag operation. For example, when the virtual environment is a three-dimensional or 2.5-dimensional virtual environment, the mapped first direction is the same as the drag direction of the drag operation. For example, when the virtual environment is a two-dimensional virtual environment, the first direction is the same as the drag direction of the drag operation. That is, the movement direction (mapped first direction) of the first virtual object finally presented on the screen of the virtual environment (to the user) is the same as the drag direction of the drag operation.

[0082] It should be noted that the phrase "the first virtual object moves in the first direction" in this application does not mean changing the orientation of the first virtual object, but rather moving in the first direction without changing its orientation. For example, if the first direction is left and the first virtual object is currently facing forward, controlling the first virtual object to move in the first direction keeps it facing forward while controlling its entire body to move to the left, thus achieving the effect of dodging to the left.

[0083] In some embodiments, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to move in a first direction within the virtual environment in a second movement state. For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to change from a first movement state to a second movement state. The first virtual object is then controlled to move in a first direction within the virtual environment in the second movement state.

[0084] In some embodiments, the real-time position of the drag operation and the position of the first trigger area are obtained. It is determined whether the real-time position of the drag operation falls within the first trigger area. If it does, the real-time position of the drag operation is considered to be within the first trigger area. If it does not fall within the first trigger area, the real-time position of the drag operation is considered to be outside the first trigger area.

[0085] For example, the first trigger area is a region whose distance from the center point of the virtual joystick is less than or equal to a first threshold. When the real-time position of the drag operation moves from a position less than the first threshold from the center point of the virtual joystick to a position greater than or equal to the first threshold, the first virtual object is controlled to move in a second movement state in the virtual environment in a first direction. For example, a screen is displayed showing the first virtual object moving in the second movement state in the virtual environment in the first direction.

[0086] In some embodiments, the first movement state and the second movement state correspond to two different states. For example, the first movement state and the second movement state differ in at least one of the following: movement speed, attack speed during movement, sensitivity during movement, and defense value during movement.

[0087] In some embodiments, the movement speed of the first virtual object in the first movement state is less than the movement speed of the first virtual object in the second movement state. The movement speed of the first virtual object in the first movement state is y1, and the movement speed of the first virtual object in the second movement state is y2, where y1 is less than y2, and both y1 and y2 are positive numbers.

[0088] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the movement speed of the first virtual object is controlled to increase from y1 to y2.

[0089] For example, in this manner, the first movement state is also called the sprint state.

[0090] In other embodiments, the attack speed of the first virtual object in the first movement state is less than the attack speed of the first virtual object in the second movement state. The attack speed of the first virtual object in the first movement state is g1, and the attack speed of the first virtual object in the second movement state is g2, where g1 is less than g2, and both g1 and g2 are positive numbers.

[0091] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the attack speed when controlling the movement of the first virtual object is increased from g1 to g2.

[0092] In other embodiments, the sensitivity of the first virtual object moving in the first moving state is less than the sensitivity of the first virtual object moving in the second moving state. The sensitivity of the first virtual object moving in the first moving state is l1, and the sensitivity of the first virtual object moving in the second moving state is l2, where l1 is less than l2, and both l1 and l2 are positive numbers.

[0093] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the sensitivity of controlling the movement of the first virtual object is increased from l1 to l2.

[0094] In other embodiments, the defense value of the first virtual object moving in the first movement state is less than the defense value of the first virtual object moving in the second movement state. The defense value of the first virtual object moving in the first movement state is f1, and the defense value of the first virtual object moving in the second movement state is f2, where f1 is less than f2, and both f1 and f2 are positive numbers.

[0095] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the defense value when controlling the movement of the first virtual object is increased from f1 to f2.

[0096] In other embodiments, the first virtual object in the second moving state maintains a constant speed of movement.

[0097] The technical solution provided in this application differs from related technologies, where a virtual object can only be controlled to move forward in a sprint state in response to a sliding operation from a virtual joystick to a sprint control. The technical solution provided in this application controls the first virtual object to be in a first movement state when the real-time position of the drag operation is within a first trigger area. When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to switch from the first movement state to a second movement state (such as the sprint state in related technologies). Switching between two different movement states can be achieved using a single virtual joystick, enriching the control methods for virtual objects.

[0098] Furthermore, the first virtual object moves in the virtual environment in a second movement state in a first direction. This first direction is not static; it is related to the dragging direction of the dragging operation. When the dragging direction changes, the first direction also changes. Therefore, this application enriches the forms of human-computer interaction and helps improve the user's gaming experience.

[0099] Please refer to Figure 4 The diagram illustrates a flowchart of an information display method according to another embodiment of this application. The executing entity of this method can be the terminal device 10 described above, such as the client of the target application mentioned in the above embodiments, where the executing entity of each step is the client of the target application. In the following method embodiments, for ease of description, the executing entity of each step will only be described as the "client". The method may include at least one of the following steps (410-440):

[0100] Step 410: Display the screen of the virtual environment. The upper layer of the screen includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the movement of the first virtual object in the virtual environment.

[0101] Step 420: In response to a drag operation on the virtual joystick, if the real-time position of the drag operation is within the first trigger area, control the first virtual object to move in the virtual environment in a first movement state. The first trigger area is the area centered on the center point of the virtual joystick.

[0102] Step 430: When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, control the first virtual object to move in the virtual environment in a second movement state in a first direction. The first direction is related to the drag direction of the drag operation. The second movement state is different from the first movement state.

[0103] Step 440: When the dragging direction of the dragging operation changes, control the first virtual object to change its movement state in the virtual environment from moving in the first direction to moving in the second direction.

[0104] In some embodiments, the dragging direction of the dragging operation is the direction from the center point of the virtual joystick to the real-time position of the dragging operation, and the second direction is related to the changed dragging direction.

[0105] For example, when the first virtual object is in the second moving state, if the dragging direction of the dragging operation changes, the first direction also changes synchronously.

[0106] For example, when the dragging direction of the drag operation changes from a first dragging direction to a second dragging direction, the movement direction of the first virtual object in the virtual environment changes from the first direction to the second direction. For example, the mapped first direction and the first dragging direction are the same direction, and the mapped second direction and the second dragging direction are the same direction. The mapped second direction here refers to the explanation of the mapped first direction above, and will not be repeated here.

[0107] For example, when the second movement state is a sprint state, it is possible to control the first virtual object to maintain its orientation, but the first virtual object as a whole sprints in all directions. Here, sprinting is understood as moving at a relatively fast speed (such as the movement speed y2 mentioned above) at a constant speed.

[0108] The technical solution provided in this application embodiment enables the first virtual object to move in any direction in the virtual environment as the dragging direction of the dragging operation changes when the first virtual object is in the second moving state. This allows for movement of the first virtual object in multiple directions, such as dodging to the left, dodging to the right, retreating, and rushing forward, demonstrating flexible control over the first virtual object.

[0109] The following describes another method for determining the first direction, including at least one of the following steps S1 to S3 (not shown in the figure).

[0110] In this scenario, the first direction does not necessarily change with every change in drag direction. Considering the complexity of direction mapping calculations, requiring a corresponding change in the first direction for every drag direction change would place high demands on the device's real-time computing capabilities. Therefore, the technical solution provided in this application predefines the correspondence between drag direction and movement direction. When the drag direction changes, the predefined direction is directly obtained from the correspondence as the control direction for the first virtual object's movement. This approach reduces computational load to some extent, speeds up device processing, and improves control efficiency for the first virtual object.

[0111] Step S1: Obtain multiple preset directions, each preset direction corresponding to a drag direction range.

[0112] For example, the preset direction is the preset movement direction of the first virtual object in the virtual environment. This preset direction is preset by the developer or can be set by the user.

[0113] For example, the drag direction range is an angle value range, which is the range with a first angle value as the minimum and a second angle value as the maximum. The difference between the second angle value and the first angle value is used to indicate the range span of the drag direction range, where the first angle value is less than the second angle value. For example, different angle values ​​in the angle value range correspond to different drag directions.

[0114] For example, there are angle value intervals such as [0, 20], [20, 50], [50, 75], etc. For example, taking the angle value interval [0, 20] as an example, the first angle value is 0, the second angle value is 20, and the difference 20 between the second angle value 20 and the first angle value 0 is used to indicate the range of the drag direction interval [0, 20]. For example, taking the angle value interval [20, 50] as an example, the first angle value is 20, the second angle value is 50, and the difference 30 between the second angle value 50 and the first angle value 20 is used to indicate the range of the drag direction interval [20, 50]. For example, taking the angle value interval [50, 75] as an example, the first angle value is 50, the second angle value is 75, and the difference 25 between the second angle value 75 and the first angle value 50 is used to indicate the range of the drag direction interval [50, 75].

[0115] Step S2: Determine the first drag direction interval to which the drag direction of the drag operation belongs from multiple drag direction intervals.

[0116] In some embodiments, the drag direction range to which the drag direction of the drag operation belongs is determined based on the angle value formed by the line connecting the real-time position of the drag operation and the center point of the virtual joystick (the position with an angle value of 0 is preset).

[0117] For example, when the angle value of the drag operation is 10, the drag direction interval is determined to be [0, 20], and [0, 20] is the first drag direction interval.

[0118] Step S3: Based on the correspondence between the drag direction range and the preset direction, determine the preset direction corresponding to the first drag direction range as the first direction.

[0119] In some embodiments, a correspondence between a drag direction range and a preset direction is obtained. The preset direction corresponding to the first drag direction range is then obtained from this correspondence. This preset direction corresponding to the first drag direction range is taken as the first direction.

[0120] Furthermore, when the dragging direction of the dragging operation changes, the changed dragging direction is obtained. From multiple dragging direction intervals, a second dragging direction interval to which the changed dragging direction belongs is determined; based on the correspondence between dragging direction intervals and preset directions, the preset direction corresponding to the second dragging direction interval is determined as the second direction.

[0121] For example, when the second drag direction interval and the first drag direction interval are the same drag direction interval, the first direction and the second direction are the same direction.

[0122] For example, when the second drag direction interval and the first drag direction interval are different drag direction intervals, the first direction and the second direction are different directions.

[0123] This also means that when the dragging direction changes slightly and does not exceed the first dragging direction range, the movement direction of the first virtual object in the virtual environment remains unchanged, still adhering to the first direction. This also helps to prevent accidental touches to some extent. For example, if the user's finger moves slightly during the dragging operation, but the user does not actually want the movement direction of the first virtual object to change, the first virtual object can still be controlled to maintain its first direction.

[0124] In some embodiments, the span of the drag direction interval is different for different drag direction intervals. Of course, the span of the drag direction interval can also be exactly the same for different drag direction intervals, that is, each drag direction interval is evenly distributed.

[0125] The following describes the case of uneven distribution, that is, the span of the drag direction interval is different for different drag direction intervals.

[0126] Considering user habits, when controlling the movement of the first virtual object in the virtual environment, if its orientation remains constant (e.g., always facing forward), the first virtual object's field of vision is primarily in front, and it cannot directly see what's behind it. Therefore, when controlling the movement of the first virtual object, the control should be relatively sensitive to the area in front, while being relatively insensitive to the area behind.

[0127] Specifically, on the two-dimensional plane where the virtual environment screen is located, the horizontal line where the center point of the virtual joystick is located serves as the dividing line. The area above the horizontal line is considered to be the area where the dragging direction is between 0 and 180 degrees, and the area below the horizontal line is considered to be the area where the dragging direction is between 180 and 360 degrees. For example, a dragging direction of 0 or 360 degrees is a horizontal dragging direction to the left. For example, a dragging direction of 180 degrees is a horizontal dragging direction to the right.

[0128] For example, the area above the horizontal line, i.e., 0 to 180 degrees, is divided into N drag direction intervals. These N drag direction intervals constitute the 0 to 180 degrees range, where N is a positive integer. The span of each drag direction interval can be the same or different. For example, the area below the horizontal line, i.e., 180 to 360 degrees, is divided into M drag direction intervals. These M drag direction intervals constitute the 180 to 360 degrees range, where M is a positive integer. The span of each drag direction interval can be the same or different. For example, M is less than N.

[0129] For example, the area above the horizontal line, i.e., 0 to 180 degrees, is divided into 10 drag direction intervals, and these 10 drag direction intervals constitute the 0 to 180 degrees. For example, the area below the horizontal line, i.e., 180 to 360 degrees, is divided into 2 drag direction intervals, and these 2 drag direction intervals constitute the 180 to 360 degrees.

[0130] The technical solution provided in this application embodiment, combined with the orientation of the first virtual object, has a special design for uneven interval span, which satisfies the user's need to move in different directions while minimizing the amount of data processing.

[0131] Please refer to Figure 5 This document illustrates a flowchart of an information display method according to another embodiment of this application. The executing entity of this method may be the terminal device 10 described above, such as the client of the target application mentioned in the above embodiments, where the executing entity of each step is the client of the target application. In the following method embodiments, for ease of description, the executing entity of each step will only be described as the "client". The method may include at least one of the following steps (510-540):

[0132] Step 510: Display the screen of the virtual environment. The upper layer of the screen includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the movement of the first virtual object in the virtual environment.

[0133] Step 520: In response to a drag operation on the virtual joystick, if the real-time position of the drag operation is within the first trigger area, control the first virtual object to move in the virtual environment in a first movement state. The first trigger area is the area centered on the center point of the virtual joystick.

[0134] Step 530: If the real-time position of the drag operation is within the second trigger area, display a prompt message. The prompt message indicates at least one of the first direction and the boundary of the first trigger area.

[0135] In some embodiments, the prompt information includes a first prompt information and a second prompt information. The first prompt information indicates a first direction, and the second prompt information indicates the boundary of the first trigger area. In some embodiments, the second prompt information indicates the boundary of the first trigger area in the first direction. Exemplarily, it should be noted that the first direction indicated by the first prompt information here refers to the mapped first direction mentioned above, rather than the actual movement direction of the first virtual object in the virtual environment.

[0136] In some embodiments, the type of prompt information includes at least one of the following: graphics, text, and voice broadcast.

[0137] In some embodiments, the second trigger region is a region whose distance from the center point of the virtual joystick is greater than or equal to a second threshold and less than or equal to a first threshold, wherein the second threshold is less than the first threshold.

[0138] For example, the second threshold is A, and the first threshold is B. A is a positive number less than B.

[0139] For example, if the distance from the real-time position of the drag operation to the center point of the virtual joystick is greater than or equal to a first threshold, a prompt message is displayed. For example, if the distance from the real-time position of the drag operation to the center point of the virtual joystick is greater than or equal to the first threshold, but less than the first threshold, a prompt message is displayed. For example, if the distance from the real-time position of the drag operation to the center point of the virtual joystick is greater than or equal to the first threshold, a second prompt message is not displayed. For example, if the distance from the real-time position of the drag operation to the center point of the virtual joystick is greater than or equal to the first threshold, a first prompt message is displayed.

[0140] like Figure 7As shown, when the distance between the joystick drag point 740 (the real-time position of the drag operation) and the center point of the virtual joystick is greater than or equal to the second threshold and less than or equal to the first threshold, the first prompt information 730 and the second prompt information 720 are displayed. The first prompt information 730 is used to indicate the first direction, and the second prompt information 720 is used to indicate the boundary of the first trigger area.

[0141] In some embodiments, when the real-time position of the drag operation is within a third trigger area, the first virtual object is controlled to move in a third movement state within the virtual environment. In some embodiments, when the real-time position of the drag operation is within a second trigger area, the first virtual object is controlled to move in a first movement state within the virtual environment. In some embodiments, when the real-time position of the drag operation is outside the first trigger area, the first virtual object is controlled to move in a first movement state within the virtual environment. The second and third trigger areas constitute the first trigger area.

[0142] For example, the third trigger region is the region where the distance to the center point of the virtual joystick is less than or equal to the second threshold (A). The second trigger region is the region where the distance to the center point of the virtual joystick is greater than or equal to the second threshold (A) and less than or equal to the first threshold (B). The first trigger region is the region where the distance to the center point of the virtual joystick is less than or equal to the first threshold (B), that is, the region outside the first trigger region is the region where the distance to the center point of the virtual joystick is greater than or equal to the first threshold (B).

[0143] For example, the real-time position of the drag operation is divided into three intervals: the third trigger area, the second trigger area, and outside the first trigger area.

[0144] When a drag operation is performed on the virtual joystick, as the real-time position of the drag operation moves further away from the center of the virtual joystick, if the real-time position of the drag operation is within the third trigger zone (less than or equal to A), the first virtual object is controlled to move in the virtual environment in a third movement state. If the real-time position of the drag operation is within the second trigger zone (greater than or equal to A, and less than or equal to B), the first virtual object is controlled to move in the virtual environment in a first movement state. If the real-time position of the drag operation is outside the first trigger zone (greater than or equal to B), the first virtual object is controlled to move in the virtual environment in a second movement state.

[0145] For example, the third movement state refers to a non-continuous movement state. When the first virtual object is in the third movement state, if the real-time position of the drag operation remains unchanged within the third trigger area, the first virtual object stops moving. Only when the real-time position of the drag operation changes within the third trigger area will the first virtual object move. For example, such as... Figure 6 As shown, when the distance between the joystick drag point 620 and the center point 610 of the virtual joystick is less than the second threshold, the first virtual object is controlled to move in the virtual environment in the third movement state.

[0146] For example, when the first virtual object is in the first moving state, the first virtual object will maintain a constant speed of movement at a speed of y1 (lower speed) regardless of whether the real-time position of the drag operation changes within the second trigger area.

[0147] For example, when the first virtual object is in the second moving state, the first virtual object will maintain a constant speed of movement at a speed of y2 (higher speed) regardless of whether the real-time position of the drag operation changes.

[0148] Step 540: When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, control the first virtual object to move in the virtual environment in a second movement state in a first direction. The first direction is related to the drag direction of the drag operation. The second movement state is different from the first movement state.

[0149] The following describes the change in the movement state of the first virtual object when it moves from outside the first trigger area back into the first trigger area.

[0150] In some embodiments, when the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the first virtual object is controlled to remain moving in the virtual environment in a second movement state.

[0151] For example, when the second movement state is triggered, the first virtual object is always kept in the second movement state as long as the drag operation has not ended (the finger performing the drag operation has not left the screen).

[0152] For example, when the first virtual object is in the second moving state, if the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the first virtual object is controlled to continue moving in the virtual environment in the second moving state.

[0153] For example, when the first virtual object is in the second moving state, regardless of the real-time position of the drag operation, when the real-time position of the drag operation changes, causing the drag direction to change, the control changes the movement direction of the first virtual object in the virtual environment.

[0154] In other embodiments, when the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the first virtual object is controlled to move in the virtual environment in a first movement state.

[0155] For example, when the first virtual object is in the second moving state, if the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the first virtual object is controlled to return to the first moving state.

[0156] The technical solution provided in this application embodiment, on the one hand, after entering the second movement state, does not change the second movement state of the first virtual object regardless of changing the real-time position of the drag operation, demonstrating state stability and reducing data overhead caused by frequent state switching. On the other hand, if the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the first virtual object is controlled to return to the first movement state. By using different real-time positions of drag operations, the switching between the first and second movement states is realized, improving state switching efficiency and demonstrating flexible switching.

[0157] The following describes the status indication information.

[0158] In some embodiments, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, status indication information is displayed at the real-time position of the drag operation. This status indication information indicates that the first virtual object is in a second movement state. For example... Figure 8 As shown, status indication information 810 is displayed at the real-time position of the drag operation.

[0159] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to be in a second movement state, and status indication information is displayed at the real-time position of the drag operation. The status indication information is used to indicate that the first virtual object is in the second movement state.

[0160] For example, status indication information may take the form of text, icons, voice announcements, etc.

[0161] For example, different status indication information is displayed when the first virtual object is in different movement states. The different status indication information is used to indicate the different movement states of the first virtual object. For example, the status indication information is also different when the first virtual object is in different movement states.

[0162] In some embodiments, when the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, status indication information is displayed in the center area of ​​the virtual joystick. For example... Figure 9 As shown in sub-figure (a), when the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, status indication information 910 is displayed in the center area of ​​the virtual joystick. Figure 9As shown in sub-figure (b), if the dragging direction changes when the real-time position of the dragging operation moves from outside the first trigger area to within the first trigger area, the first prompt message 930 will also change. For example, Figure 9 The first prompt message 920 in subgraph (a) and Figure 9 The first prompt information 930 in subgraph (b) indicates different movement directions of the first virtual object.

[0163] For example, when the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the first virtual object is controlled to maintain a second movement state, and status indication information is displayed in the center area of ​​the virtual joystick.

[0164] The technical solution provided in this application improves information display efficiency by using status indication information to indicate the movement status of the first virtual object. Furthermore, displaying status indication information at different locations when the real-time position of the drag operation is in different areas also enriches the information display methods.

[0165] The following describes the consumption of the first attribute when the first virtual object is in the second movement state. That is, the first attribute needs to be consumed in order to keep the first virtual object in the second movement state.

[0166] In some embodiments, when the first virtual object moves in a virtual environment in a second movement state, the attribute identification information of the first virtual object is displayed. The attribute identification information of the first virtual object is used to indicate the first attribute value of the first virtual object. The first attribute value of the first virtual object is negatively correlated with the duration of the first virtual object in the second movement state.

[0167] For example, the first attribute is the first virtual object's stamina attribute, health point attribute, the amount of virtual resources acquired (such as virtual diamonds, virtual coins, virtual fruit), etc. For example, the first virtual object's stamina needs to be consumed to keep the first virtual object in the second movement state. For example, the first virtual object's acquired virtual resources need to be consumed to keep the first virtual object in the second movement state.

[0168] For example, the cumulative duration of the first virtual object being in the second movement state is considered the first duration. For example, when the first virtual object is in the second movement state, it consumes a first attribute value of a first value every second duration. For example, the second duration is 1 second, and the first value is X, where X is a positive number. Every 1 second, the first virtual object consumes X points of the first attribute value. For example, every 1 second, the first virtual object consumes 10 points of stamina. For example, every 1 second, the first virtual object consumes 10 points of health. For example, every 1 second, the first virtual object consumes 10 virtual coins. For example, when the duration of the first virtual object in the second movement state reaches the first duration, if the first attribute value is less than or equal to a third threshold, it cannot continue to remain in the second movement state. For example, the third threshold is 0. That is, when the stamina value is 0, the health value is 0, or the number of virtual coins is 0, it cannot continue to remain in the second movement state and exits the second movement state.

[0169] For example, the first attribute value consumed by the first virtual object is exponentially related to the duration of the first virtual object in the second movement state. For example, the longer the first virtual object remains in the second movement state (i.e., the longer the first duration), the more first attribute values ​​are consumed every second duration, meaning the first value is larger. For instance, the longer the first virtual object remains in the second movement state, the more stamina, health, or virtual resources are consumed every second.

[0170] For example, the user can choose the first attribute to consume. For example, a selection interface is displayed before the first virtual object is placed in the second movement state. For example, this selection interface allows the user to choose at least one of health points, stamina points, and virtual resources as the first attribute. That is, the user can choose which attribute to consume to maintain the second movement state. This approach demonstrates the flexibility and diversity of first attribute value selection.

[0171] For example, the computer device determines the attribute with the highest value as the first attribute based on the attribute values ​​of various attributes of the first virtual object. For example, the computer device obtains the attribute values ​​of various attributes of the first virtual object, such as a health value of 100 points, a stamina value of 200 points, and a quantity of 1000 virtual resources; then, the quantity of virtual resources is used as the first attribute. This method improves the efficiency of determining the first attribute. Determining the attribute with the highest value as the first attribute allows the first virtual object to remain in the second movement state as long as possible, preventing it from prematurely failing to maintain the second movement state due to the depletion of the first attribute.

[0172] For example, if the value of the first attribute is less than or equal to the third threshold, the second attribute value is consumed to keep the first virtual object in the second movement state. For example, the first attribute is one of stamina, health, and acquired virtual resources, and the second attribute is one of stamina, health, and acquired virtual resources that is different from the first attribute. For example, when the value of the first attribute is less than or equal to the third threshold, a toggle control is displayed. In response to operation of this toggle control, the second attribute value is consumed to keep the first virtual object in the second movement state until the value of the second attribute is also less than or equal to the third threshold. This method helps to extend the duration of the first virtual object in the second movement state, thereby providing the user with a better gaming experience.

[0173] For example, the first attribute value used to maintain the first virtual object in the second movement state can be set by the user. Similarly, the second attribute value used to maintain the first virtual object in the second movement state can also be set by the user. For example, taking stamina as the first attribute, if the first virtual object has 200 stamina points, the user can choose 80 points to maintain the first virtual object in the second movement state; that is, 80 points are used as the second value to maintain the second movement state. Once these 80 points are used up, the remaining 120 points cannot be used to maintain the second movement state. This method provides the user with more flexible options and avoids the problem of attribute values ​​being too low.

[0174] For example, the first attribute value of the first virtual object is negatively correlated with the duration of the first virtual object being in the second moving state. For example, the longer the first virtual object is in the second moving state, the smaller the first attribute value of the first virtual object.

[0175] For example, when the first virtual object begins to enter the second movement state, the first attribute of the first virtual object begins to be consumed. For example, when the first virtual object exits the second movement state, the consumption of the first attribute of the first virtual object stops.

[0176] For example, the attribute identification information is used to indicate the first attribute value, that is, the remaining stamina value of the first virtual object or the remaining quantity of acquired virtual resources.

[0177] For example, the attribute identification information includes at least one of the following: progress bar, numerical value, and text.

[0178] In some embodiments, if the attribute identification information of the first virtual object indicates that the first attribute value of the first virtual object is less than or equal to a third threshold, the first virtual object is controlled to exit the second movement state.

[0179] For example, the third threshold here, as well as the first and second thresholds mentioned above, are all preset or user-defined values. There is no limitation on the specific value.

[0180] For example, the third threshold is 0. For example, when the attribute identification information of the first virtual object indicates that the first attribute value of the first virtual object is less than or equal to 0, the first virtual object is controlled to exit the second movement state. For example, when the attribute identification information of the first virtual object indicates that the stamina attribute value of the first virtual object is less than or equal to 0, the first virtual object is controlled to exit the second movement state. For example, when the attribute identification information of the first virtual object indicates that the number of virtual resources owned by the first virtual object is less than or equal to 0, the first virtual object is controlled to exit the second movement state.

[0181] In some embodiments, when the first virtual object switches from a first movement state to a second movement state, a first attribute value of the first virtual object is obtained. If the first attribute value of the first virtual object is greater than or equal to a third threshold, the first virtual object is controlled to move in the virtual environment in the second movement state.

[0182] The technical solution provided in this application associates the second movement state of the first virtual object with the first attribute of the first virtual object, so that there is a certain threshold for entering and maintaining the second movement state, which enriches the human-computer interaction and improves the user's gaming experience.

[0183] The following describes when the first virtual object exits the second movement state.

[0184] In some embodiments, in response to the end of the drag operation, the first virtual object is controlled to exit the second movement state.

[0185] For example, the end of a drag operation can be understood as releasing the finger that was holding the drag operation; when the finger leaves the screen, the drag operation is considered to be over.

[0186] For example, in response to the end of the drag operation, the first virtual object is controlled to exit the second moving state, and the first virtual object that remains stationary is displayed.

[0187] The technical solution provided in this application embodiment controls the first virtual object to exit the second movement state by ending the drag operation (such as releasing the hand), thereby realizing a quick exit from the second movement state and improving the control efficiency of the first virtual object.

[0188] The following describes how the movement speed of the first virtual object in the second movement state is related to the movement speed of the second virtual object in the virtual environment. For example, the movement speed y2 of the first virtual object in the second movement state is not constant; it is related to the movement speed of the second virtual object in the virtual environment. Of course, regardless of how the movement speed y2 changes, it is always greater than the movement speed y1 of the first virtual object in the first movement state.

[0189] In some embodiments, the movement speed of the first virtual object in the first movement state is less than the movement speed of the first virtual object in the second movement state.

[0190] In some embodiments, when the second virtual object and the first virtual object are on opposing sides, the movement speed of the first virtual object in the second movement state is negatively correlated with the distance between the second virtual object and the first virtual object.

[0191] For example, when the second virtual object and the first virtual object are on opposing sides, the smaller the distance between the second virtual object and the first virtual object, the greater the movement speed y2 of the first virtual object in the second movement state. For example, when the second virtual object and the first virtual object are on opposing sides, the greater the distance between the second virtual object and the first virtual object, the smaller the movement speed y2 of the first virtual object in the second movement state.

[0192] For the first virtual object, the second virtual object is an enemy virtual object. When the second virtual object gets close, it indicates a higher risk. In this case, the movement speed of the first virtual object in its second movement state, i.e., its sprint speed, should be increased. Conversely, when the second virtual object moves away, it indicates a higher risk. In this case, the movement speed of the first virtual object in its second movement state, i.e., its sprint speed, should be appropriately reduced.

[0193] For example, a preset correspondence is established between the movement speed of the first virtual object in the second movement state and the distance between the second virtual object and the first virtual object. After obtaining the distance between the first and second virtual objects, the movement speed of the first virtual object in the second movement state is obtained based on the correspondence between movement speed and distance.

[0194] This method combines the movement speed of the first virtual object in the second movement state with the distance between the second and first virtual objects, enabling flexible adjustment of the movement speed of the first virtual object in the second movement state. This helps the first virtual object better avoid attacks from the second virtual object, thereby enriching the control methods of virtual objects and improving the efficiency of human-computer interaction.

[0195] In some embodiments, the first trigger area is the area where the distance between the virtual joystick and the center point is less than or equal to a first threshold. When the second virtual object and the first virtual object are on opposite sides, the first threshold is positively correlated with the distance between the second virtual object and the first virtual object.

[0196] For example, when the second virtual object and the first virtual object are in opposing camps, the smaller the distance between the second virtual object and the first virtual object, the smaller the first threshold (B). For example, when the second virtual object and the first virtual object are in opposing camps, the larger the distance between the second virtual object and the first virtual object, the larger the first threshold (B).

[0197] For the first virtual object, the second virtual object, being an enemy, indicates a higher risk when it approaches. In this case, the user would prefer to control the first virtual object to enter a second movement state. Therefore, in this situation, the first trigger area should be reduced to allow the drag operation's real-time position to move outside the first trigger area more quickly, thus enabling faster control of the first virtual object to enter the second movement state. Conversely, when the second virtual object is far away, it indicates a safer situation, and controlling the first virtual object to enter the second movement state is not desired. Therefore, the first trigger area should be expanded, without requiring the drag operation's real-time position to move outside the first trigger area more quickly, nor is faster control of the first virtual object to enter the second movement state necessary.

[0198] For example, a first threshold is preset, and a correspondence is established between it and the distance between the second virtual object and the first virtual object. After obtaining the distance between the first virtual object and the second virtual object, the first threshold is obtained based on the correspondence between the first threshold and the distance, and a first triggering area is determined.

[0199] This method combines the first threshold used to determine the first trigger area with the distance between the second virtual object and the first virtual object, enabling flexible adjustment of the first threshold (i.e., flexible adjustment of the first trigger area). When it is necessary to quickly enter the second movement state, it helps the first virtual object enter the second movement state more quickly.

[0200] The following describes how to indicate recommended directions to users, and the relationship between recommended directions and second virtual objects in the virtual environment.

[0201] In some embodiments, recommended direction indication information is displayed, which includes indication information for at least one recommended direction. The recommended direction indication information is used to indicate the drag direction of the drag operation to change the first direction to the recommended direction. The recommended direction is related to the second attribute value of the first virtual object.

[0202] For example, the recommended direction indication information indicates the recommended drag direction. For example, the indication information for each recommended direction is used to indicate the recommended drag direction. For example, when the drag direction of the drag operation is changed to the recommended drag direction, the movement direction of the first virtual object in the virtual environment in the second movement state changes from the first direction to the recommended direction.

[0203] For example, the information indicating the recommended direction is not used to indicate the recommended direction itself, but rather to indicate the recommended drag direction corresponding to that recommended direction. When the drag direction is the recommended drag direction, the first virtual object can be controlled to move in the recommended direction within the virtual environment.

[0204] For example, the second attribute includes, but is not limited to, at least one of the following: attack attribute, defense attribute, and health attribute.

[0205] In some embodiments, when the second attribute value of the first virtual object is less than the fourth threshold and the second virtual object and the first virtual object are in different camps, the recommended direction is the direction away from the second virtual object.

[0206] For example, the second attribute is the health attribute. For the first virtual object, when the health attribute value is less than the fourth threshold, it indicates that the first virtual object is in a relatively dangerous state. At this time, if the second virtual object and the first virtual object are on opposing sides, the first virtual object should be kept away from the second virtual object to avoid being attacked by it. Therefore, the recommended direction is to move away from the second virtual object.

[0207] In some embodiments, when the second attribute value of the first virtual object is greater than the fourth threshold and the second virtual object and the first virtual object are in different camps, the recommended direction is the direction closer to the second virtual object.

[0208] For example, the second attribute is the attack attribute. For the first virtual object, when the attack attribute value is greater than or equal to the fourth threshold, it indicates that the first virtual object is in a state where it is more inclined to attack the enemy. At this time, if the second virtual object and the first virtual object are on opposite sides, it is necessary to move closer to the second virtual object to attack it. Therefore, the recommended direction is to move closer to the second virtual object.

[0209] In some embodiments, when the second attribute value of the first virtual object is less than the fourth threshold and the second virtual object and the first virtual object are in the same camp, the recommended direction is the direction closer to the second virtual object.

[0210] For example, the second attribute is the health attribute. For the first virtual object, when the health attribute value is less than the fourth threshold, it indicates that the first virtual object is in a relatively dangerous state. At this time, if the second virtual object is on the same side as the first virtual object, it is necessary to move closer to the second virtual object to obtain its help or protection. Therefore, the recommended direction is to move closer to the second virtual object.

[0211] The technical solution provided in this application combines the positional relationship between the first and second virtual objects in the game, as well as the attribute values ​​of the first virtual object itself, to give the first virtual object different recommended directions. This reflects the flexibility and diversity of information display. Furthermore, this method can better fit the game situation and is conducive to improving the user's game experience.

[0212] Please refer to Figure 10 This diagram illustrates a block diagram of a virtual object control method provided in one embodiment of this application. The execution entity for each step of this method can be... Figure 1 In the implementation environment of the illustrated scheme, the terminal device 10 may be a client of the target application, where each step is executed. In the following method embodiments, for ease of description, the execution entity of each step will be referred to as the "client." The method may include at least one of the following steps (1010-1060):

[0213] Step 1010: Determine whether the distance between the drag point and the press start point is less than A.

[0214] Before step 1010, the virtual joystick needs to be displayed in response to the press operation. After the virtual joystick is brought up by pressing, the drag operation, that is, dragging the joystick drag point, begins.

[0215] For example, step 1010 is to determine whether the real-time position of the drag operation is within the second trigger area. The drag point is the joystick drag point or the real-time position of the drag operation. The press start point is the center point of the virtual joystick. A is the second threshold.

[0216] For example, if the distance between the drag point and the press start point is less than A, then step 1020 is executed; otherwise, step 1030 is executed.

[0217] Step 1020: Control the first virtual object to run.

[0218] For example, step 1020 involves controlling the first virtual object to move in the third movement state. After step 1020, it is determined whether dragging continues, that is, whether the dragging operation has ended. If dragging does not continue, the first virtual object is controlled to stop moving. If dragging continues, step 1010 is executed.

[0219] Step 1030: A prompt message is displayed.

[0220] Step 1040: Determine whether the distance between the drag point and the starting point of the press is less than B.

[0221] For example, step 1010 is to determine whether the real-time position of the drag operation is outside the first trigger area. The drag point is the joystick drag point or the real-time position of the drag operation. The press start point is the center point of the virtual joystick. B is the first threshold.

[0222] For example, if the distance between the drag point and the press start point is less than B, then step 1050 is executed; otherwise, step 1060 is executed.

[0223] Step 1050: Control the first virtual object to keep running.

[0224] For example, step 1050 involves controlling the first virtual object to move in a first moving state. After step 1050, it is further determined whether dragging continues, that is, whether the dragging operation has ended. If dragging does not continue, the first virtual object is controlled to stop moving. If dragging continues, step 1040 is then executed.

[0225] Step 1060: Control the first virtual object to sprint.

[0226] For example, step 1060 also involves controlling the first virtual object to move in a second movement state.

[0227] After step 1060, the stamina of the first virtual object is deducted. The system then continues to determine whether dragging continues, i.e., whether the dragging operation has ended. If dragging is not continuous, the first virtual object is controlled to stop sprinting and move. If dragging continues, the sprint state is maintained, and the sprint direction is adjusted according to the dragging direction. In other words, the first direction is determined based on the dragging direction of the dragging operation.

[0228] Check if there is any remaining stamina. If so, continue sprinting. If there is no remaining stamina, control the first virtual object to stop sprinting and stop moving.

[0229] The technical solution provided in this application differs from related technologies, where a virtual object can only be controlled to move forward in a sprint state in response to a sliding operation from a virtual joystick to a sprint control. The technical solution provided in this application controls the first virtual object to be in a first movement state when the real-time position of the drag operation is within a first trigger area. When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to switch from the first movement state to a second movement state (such as the sprint state in related technologies). Switching between two different movement states can be achieved using a single virtual joystick, enriching the control methods for virtual objects.

[0230] Furthermore, the first virtual object moves in the virtual environment in a second movement state in a first direction. This first direction is not static; it is related to the dragging direction of the dragging operation. When the dragging direction changes, the first direction also changes. Therefore, this application enriches the forms of human-computer interaction and helps improve the user's gaming experience.

[0231] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.

[0232] Please refer to Figure 11 This diagram illustrates a block diagram of a control device for a virtual object according to an embodiment of this application. The device has the functionality to implement the method example described above; this functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the terminal device described above, or it can be installed within a terminal device. For example... Figure 11 As shown, the device 1100 may include: a display module 1110, a first control module 1120, and a second control module 1130.

[0233] Display module 1110 is used to display a screen of a virtual environment. The upper layer of the screen includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the first virtual object to move in the virtual environment.

[0234] The first control module 1120 is configured to respond to a drag operation on the virtual joystick, and when the real-time position of the drag operation is within a first trigger area, control the first virtual object to move in a first movement state in the virtual environment, wherein the first trigger area is a region centered on the center point of the virtual joystick.

[0235] The second control module 1130 is used to control the first virtual object to move in a second movement state in the virtual environment in a first direction when the real-time position of the drag operation moves from the first trigger area to outside the first trigger area. The first direction is related to the drag direction of the drag operation, and the second movement state is different from the first movement state.

[0236] In some embodiments, the second control module 1130 is further configured to control the first virtual object to change its movement from the first direction to the second direction in the virtual environment when the dragging direction of the dragging operation changes; wherein the dragging direction of the dragging operation is the direction from the center point of the virtual joystick to the real-time position of the dragging operation, and the second direction is related to the changed dragging direction.

[0237] In some embodiments, the second control module 1130 is further configured to acquire a plurality of preset directions, each preset direction corresponding to a drag direction interval; determine a first drag direction interval to which the drag direction of the drag operation belongs from the plurality of drag direction intervals; and determine the preset direction corresponding to the first drag direction interval as the first direction according to the correspondence between the drag direction interval and the preset direction.

[0238] In some embodiments, the drag direction interval is an angle value interval, which is an interval with a first angle value as the minimum value and a second angle value as the maximum value. The difference between the second angle value and the first angle value is used to indicate the interval span of the drag direction interval. The first angle value is less than the second angle value. The interval span of the drag direction interval is different for different drag direction intervals.

[0239] In some embodiments, the first triggering region is a region whose distance from the center point of the virtual joystick is less than or equal to a first threshold.

[0240] In some embodiments, the display module 1110 is further configured to display a prompt message when the real-time position of the drag operation is within the second trigger area, the prompt message indicating at least one of the first direction and the boundary of the first trigger area.

[0241] In some embodiments, the second triggering region is a region whose distance from the center point of the virtual joystick is greater than or equal to a second threshold and less than or equal to a first threshold, wherein the second threshold is less than the first threshold.

[0242] In some embodiments, the second control module 1130 is further configured to control the first virtual object to maintain its second movement state in the virtual environment when the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area.

[0243] In some embodiments, the display module 1110 is further configured to display status indication information at the real-time position of the drag operation when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the status indication information being used to indicate that the first virtual object is in the second movement state; and to display the status indication information in the central area of ​​the virtual joystick when the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area.

[0244] In some embodiments, the display module 1110 is further configured to display attribute identification information of the first virtual object when the first virtual object moves in the virtual environment in the second movement state. The attribute identification information of the first virtual object is used to indicate a first attribute value of the first virtual object. The first attribute value of the first virtual object is negatively correlated with the duration of the first virtual object in the second movement state.

[0245] In some embodiments, the second control module 1130 is further configured to control the first virtual object to exit the second movement state when the attribute identification information of the first virtual object indicates that the first attribute value of the first virtual object is less than or equal to a third threshold.

[0246] In some embodiments, the second control module 1130 is further configured to control the first virtual object to exit the second movement state in response to the end of the drag operation.

[0247] In some embodiments, the movement speed of the first virtual object in the first movement state is less than the movement speed of the first virtual object in the second movement state.

[0248] In some embodiments, the virtual environment may also include a second virtual object.

[0249] In some embodiments, when the second virtual object and the first virtual object are on opposing sides, the movement speed of the first virtual object in the second movement state is negatively correlated with the distance between the second virtual object and the first virtual object; or, the first trigger area is an area where the distance between it and the center point of the virtual joystick is less than or equal to a first threshold, and when the second virtual object and the first virtual object are on opposing sides, the first threshold is positively correlated with the distance between the second virtual object and the first virtual object.

[0250] In some embodiments, the display module 1110 is further configured to display recommended direction indication information, which includes indication information for at least one recommended direction. The recommended direction indication information is used to indicate changing the drag direction of the drag operation to change the first direction to the recommended direction. The recommended direction is related to the second attribute value of the first virtual object.

[0251] In some embodiments, the virtual environment may also include a second virtual object.

[0252] In some embodiments, when the second attribute value of the first virtual object is less than a fourth threshold and the second virtual object and the first virtual object are in different camps, the recommended direction is the direction away from the second virtual object.

[0253] In some embodiments, when the second attribute value of the first virtual object is greater than the fourth threshold, and the second virtual object and the first virtual object are in different camps, the recommended direction is the direction closer to the second virtual object.

[0254] In some embodiments, when the second attribute value of the first virtual object is less than the fourth threshold, and the second virtual object and the first virtual object are in the same camp, the recommended direction is the direction closer to the second virtual object.

[0255] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above 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 the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0256] Please refer to Figure 12 This diagram illustrates a structural block diagram of a terminal device 1200 provided in one embodiment of this application. The terminal device 1200 may be... Figure 1 The terminal device in the computer system shown is used to implement the virtual object control method provided in the above embodiments. Specifically:

[0257] Typically, terminal device 1200 includes a processor 1201 and a memory 1202.

[0258] Processor 1201 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1201 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 1201 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 1201 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1201 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0259] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 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 1202 are used to store a computer program configured to be executed by one or more processors to implement the control method for the virtual object described above.

[0260] In some embodiments, the terminal device 1200 may also optionally include a peripheral device interface 1203 and at least one peripheral device. The processor 1201, memory 1202, and peripheral device interface 1203 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1203 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1204, a display screen 1205, an audio circuit 1207, and a power supply 1208.

[0261] Those skilled in the art will understand that Figure 12 The structure shown does not constitute a limitation on the terminal device 1200, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0262] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored therein, which, when executed by a processor, implements a method for controlling a virtual object.

[0263] In some embodiments, the computer-readable storage medium may include ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0264] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the terminal device to perform the aforementioned virtual object control method.

[0265] It should be noted that the collection and processing of relevant data (including the real-time position of drag operations, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0266] It should be understood that "multiple" as used herein 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 are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0267] 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 spirit and 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 screen displays a virtual environment, the upper layer of which includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the movement of the first virtual object in the virtual environment. In response to a drag operation on the virtual joystick, if the real-time position of the drag operation is within a first trigger area, the first virtual object is controlled to move in a first movement state in the virtual environment, wherein the first trigger area is the area centered on the center point of the virtual joystick. When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the first virtual object is controlled to move in a second movement state in the virtual environment in a first direction. The first direction is related to the drag direction of the drag operation. The second movement state is different from the first movement state.

2. The method according to claim 1, characterized in that, After controlling the first virtual object to move in the virtual environment in the second movement state in the first direction, the method further includes: When the dragging direction of the dragging operation changes, the first virtual object is controlled to change from moving in the first direction to moving in the second direction in the virtual environment in the second movement state; The dragging direction of the dragging operation is the direction from the center point of the virtual joystick to the real-time position of the dragging operation, and the second direction is related to the changed dragging direction.

3. The method according to claim 1 or 2, characterized in that, The method further includes: Multiple preset directions are obtained, and each preset direction corresponds to a drag direction range; From the plurality of said drag direction intervals, determine the first drag direction interval to which the drag direction of the drag operation belongs; Based on the correspondence between the drag direction range and the preset direction, the preset direction corresponding to the first drag direction range is determined as the first direction.

4. The method according to claim 3, characterized in that, The dragging direction interval is an angle value interval, which is an interval with a first angle value as the minimum value and a second angle value as the maximum value. The difference between the second angle value and the first angle value is used to indicate the interval span of the dragging direction interval. The first angle value is less than the second angle value. The span of the drag direction interval varies for different drag direction intervals.

5. The method according to any one of claims 1 to 4, characterized in that, The first triggering area is the area whose distance from the center point of the virtual joystick is less than or equal to a first threshold.

6. The method according to any one of claims 1 to 5, characterized in that, The method further includes: If the real-time position of the drag operation is within the second trigger area, a prompt message is displayed, which indicates at least one of the first direction and the boundary of the first trigger area.

7. The method according to claim 6, characterized in that, The second triggering region is the region whose distance from the center point of the virtual joystick is greater than or equal to a second threshold and less than or equal to a first threshold, wherein the second threshold is less than the first threshold.

8. The method according to any one of claims 1 to 7, characterized in that, After controlling the first virtual object to move in the virtual environment in the second movement state in the first direction, the method further includes: When the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the first virtual object is controlled to continue moving in the virtual environment in the second movement state.

9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: When the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, status indication information is displayed at the real-time position of the drag operation. The status indication information is used to indicate that the first virtual object is in the second movement state. When the real-time position of the drag operation moves from outside the first trigger area to within the first trigger area, the status indication information is displayed in the center area of ​​the virtual joystick.

10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: When the first virtual object moves in the virtual environment in the second movement state, the attribute identification information of the first virtual object is displayed. The attribute identification information of the first virtual object is used to indicate the first attribute value of the first virtual object. The first attribute value of the first virtual object is negatively correlated with the duration of the first virtual object in the second movement state. If the attribute identification information of the first virtual object indicates that the first attribute value of the first virtual object is less than or equal to the third threshold, the first virtual object is controlled to exit the second movement state.

11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: In response to the end of the dragging operation, the first virtual object is controlled to exit the second movement state.

12. The method according to any one of claims 1 to 11, characterized in that, The movement speed of the first virtual object in the first movement state is less than the movement speed of the first virtual object in the second movement state.

13. The method according to any one of claims 1 to 12, characterized in that, The virtual environment also includes a second virtual object; When the second virtual object and the first virtual object are on opposing sides, the movement speed of the first virtual object in the second movement state is negatively correlated with the distance between the second virtual object and the first virtual object; or... The first trigger area is the area where the distance between the virtual joystick and the center point is less than or equal to a first threshold. When the second virtual object and the first virtual object are in different camps, the first threshold is positively correlated with the distance between the second virtual object and the first virtual object.

14. The method according to any one of claims 1 to 13, characterized in that, The method further includes: The display shows recommended direction indication information, which includes at least one recommended direction indication information. The recommended direction indication information is used to indicate changing the drag direction of the drag operation to change the first direction to the recommended direction. The recommended direction is related to the second attribute value of the first virtual object.

15. The method according to claim 14, characterized in that, The virtual environment also includes a second virtual object; If the second attribute value of the first virtual object is less than the fourth threshold, and the second virtual object and the first virtual object are in opposing camps, the recommended direction is a direction away from the second virtual object; or, If the second attribute value of the first virtual object is greater than the fourth threshold, and the second virtual object and the first virtual object are in different camps, the recommended direction is the direction closer to the second virtual object; or, If the second attribute value of the first virtual object is less than the fourth threshold, and the second virtual object and the first virtual object are in the same camp, the recommended direction is the direction closer to the second virtual object.

16. A control device for a virtual object, characterized in that, The device includes: The display module is used to display the screen of a virtual environment. The upper layer of the screen includes a virtual joystick, and the virtual environment includes a first virtual object. The virtual joystick is used to control the movement of the first virtual object in the virtual environment. A first control module is configured to respond to a drag operation on the virtual joystick, and when the real-time position of the drag operation is within a first trigger area, control the first virtual object to move in a first movement state in the virtual environment, wherein the first trigger area is a region centered on the center point of the virtual joystick. The second control module is used to control the first virtual object to move in a second movement state in the virtual environment in a first direction when the real-time position of the drag operation moves from the first trigger area to outside the first trigger area. The first direction is related to the drag direction of the drag operation, and the second movement state is different from the first movement state.

17. A terminal device, characterized in that, The terminal device includes a processor and a memory, the memory storing a computer program, which is loaded and executed by the processor to implement the virtual object control method as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the method for controlling virtual objects as described in any one of claims 1 to 15.

19. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium, and a processor reads from and executes the computer program to implement the method for controlling virtual objects as described in any one of claims 1 to 15.