Movement control method and device of virtual object and electronic equipment

By providing a hands-free movement function for virtual objects in the game, the problem of hand tension for players when controlling the movement of virtual objects and dealing with enemy attacks is solved, thus improving the game experience and retention rate.

CN122032093APending Publication Date: 2026-05-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-02-05
Publication Date
2026-05-15

AI Technical Summary

Technical Problem

Players need to control the movement of virtual objects and deal with enemy attacks simultaneously in the game, which can cause hand strain and affect the gaming experience and retention rate.

Method used

A method for controlling the movement of virtual objects is provided, which implements assisted movement functions through the graphical user interface of the terminal device, enabling virtual objects to move automatically in the game scene and interact with second objects, freeing the player's left hand to focus on shooting combat.

Benefits of technology

It improved the player's gaming experience in combat, freed up the player's left hand, and increased the game's retention rate.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a movement control method and device for a virtual object and electronic equipment, and the method comprises the steps: controlling a first object to move in a game scene in response to a movement control instruction for the first object; controlling the first object to automatically move based on a second object in the game scene in response to the effect of the auxiliary moving function of the first object; and in response to an interaction instruction for the second object, controlling the first object to interact with the second object during automatic movement. According to the mode, when the virtual object controlled by the player enters the combat, a mobile hosting function is provided for the virtual object, the left hand of the player is liberated, the player can concentrate on shooting combat, the experience of the player is improved, and the retention rate of the game is improved to a certain extent.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and more specifically, to a method, apparatus, and electronic device for controlling the movement of virtual objects. Background Technology

[0002] In some games, players need to simultaneously control a virtual object moving through the game environment and deflecting attacks from enemies along the way. This often keeps players' hands constantly engaged and requires multitasking, resulting in a poor gaming experience and negatively impacting player retention. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for controlling the movement of virtual objects, so as to provide a movement hosting function for virtual objects controlled by players when entering battle, freeing the player's left hand, allowing the player to focus on shooting battle, improving the player experience, and to a certain extent improving the game's retention rate.

[0004] In a first aspect, embodiments of the present invention provide a method for controlling the movement of a virtual object, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene; the game scene includes a first object controlled by the terminal device, the first object being configured with an auxiliary movement function; the method includes: controlling the first object to move within the game scene in response to a movement control command for the first object; controlling the first object to automatically move based on a second object in the game scene in response to the auxiliary movement function of the first object being activated; and controlling the first object to interact with the second object during automatic movement in response to an interaction command for the second object.

[0005] Secondly, embodiments of the present invention provide a virtual object movement control device, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene; the game scene includes a first object controlled through the terminal device, the first object being configured with an auxiliary movement function; the device includes: a first movement control module, configured to control the first object to move within the game scene in response to a movement control command for the first object; a second movement control module, configured to control the first object to automatically move based on a second object in the game scene in response to the first object's auxiliary movement function being activated; and an interaction control module, configured to control the first object to interact with the second object during automatic movement in response to an interaction command for the second object.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described virtual object movement control method.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned virtual object movement control method.

[0008] The embodiments of the present invention bring the following beneficial effects: The aforementioned method, apparatus, and electronic device for controlling the movement of a virtual object, in response to a movement control command for a first object, controls the first object to move within a game scene; in response to the activation of the first object's auxiliary movement function, controls the first object to automatically move based on a second object in the game scene; and in response to an interaction command for the second object, controls the first object to interact with the second object during automatic movement. This method provides a movement management function for the virtual object when the player-controlled virtual object enters combat, freeing the player's left hand and allowing the player to focus on shooting combat, thus improving the player experience and, to some extent, increasing game retention.

[0009] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0010] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0012] Figure 1 A flowchart illustrating a method for controlling the movement of a virtual object, as provided in an embodiment of the present invention; Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present invention; Figure 3 A schematic diagram of another graphical user interface provided in an embodiment of the present invention; Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of the present invention; Figure 5This is a schematic diagram illustrating the current direction of a first object pointing to a second object and the initial direction of the first object, provided as an embodiment of the present invention. Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of the present invention; Figure 7 A schematic diagram of a graphical user interface provided in an embodiment of the present invention; Figure 8 This is a schematic diagram of the structure of a virtual object movement control device provided in an embodiment of the present invention; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0014] This invention provides a method, device, and electronic device for controlling the movement of virtual objects, which can be applied to game scenarios.

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

[0016] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of virtual object movement control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0017] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0018] See Figure 1 First, we will introduce a method for controlling the movement of virtual objects provided by an embodiment of the present invention. This method provides a graphical user interface (GUI) through a terminal device. The GUI can display the entire game scene or only a portion of it. The game scene includes a first object controlled by the terminal device. The first object can be a virtual object with "life," such as a virtual animal or virtual monster, or a virtual object without "life," such as a virtual vehicle or a virtual building (movable).

[0019] The first object can be configured with assisted movement functionality. This assisted movement functionality can be pre-configured by the game system for the first object, or it can be actively configured by the player. For example, an item can be applied to the first object to grant it assisted movement functionality. This assisted movement functionality can also be configured by the game system after the first object reaches a specified level; or it can be configured after the first object performs a certain game action, such as after the first object uses a certain skill. The specific settings can be configured according to needs and are not limited here.

[0020] The method includes the following steps: Step S102: In response to a movement control command for the first object, control the first object to move within the game scene.

[0021] The aforementioned movement control commands are typically generated by the player through a human-computer interaction device connected to the terminal device. This human-computer interaction device can be a mouse, keyboard, gamepad, touchscreen, etc. Players can trigger controls for movement in the graphical user interface via the touchscreen, thereby generating movement control commands. Players can also generate movement control commands by clicking or holding down pre-defined keys on the keyboard. Players can also generate movement control commands by operating the joystick of a gamepad, and so on; there are no restrictions on this.

[0022] In the game, the movement speed of the first object can be fixed or variable. When the first object's movement speed is fixed, movement control commands can only control the object's direction of movement. When the first object's movement speed is variable, movement control commands typically need to control both the object's speed and direction of movement. In some cases, the first object's direction of movement may be fixed, such as when the first object is moving along a fixed track; in this case, movement control commands can only control the object's speed.

[0023] After generating the movement control command, the first object can be controlled to move within the game scene according to the movement parameters corresponding to the movement control command. As mentioned above, the movement parameters corresponding to the movement control command can include only the movement direction, only the movement speed, or both the movement direction and the movement speed; there are no restrictions here.

[0024] Other virtual objects or game elements in the game scene may also affect the movement of the first object. For example, if the first object is suspended in the sky, wind will affect its movement. When the first object is attached to a moving object in the game scene, it may move along with that object; for example, if a jetpack is attached to the first object, its movement will be affected by the jetpack. In these cases, it is necessary to combine the movement parameters provided by the first movement control command with the influence of game elements on the first object to control its movement.

[0025] In step S104, in response to the activation of the assisted movement function of the first object, the first object is controlled to move automatically based on the second object in the game scene.

[0026] When the first object is equipped with assistive movement functionality, the player can activate it by generating a trigger command. When the player controls the first object via a terminal device with a touchscreen, a control can be set in the graphical user interface to trigger the assistive movement functionality. The player can trigger this control through touch operations, thus activating the assistive movement functionality of the first object. For example... Figure 2 As shown, the rectangle labeled 20 in the lower right corner represents the control used to trigger the assisted movement function. Figure 2 On the left side, a virtual joystick control for controlling the movement of the first object is also displayed, indicated by a circular icon numbered 21, with a circle in the center of the icon representing the virtual joystick.

[0027] When the assisted movement function needs to be activated by pressing a specific button on the human-computer interaction device, a prompt message can be displayed in the graphical user interface to inform the player of the button press required to activate the assisted movement function, such as... Figure 3As shown, the upper right corner of the graphical user interface displays "Please press button A to activate the assisted movement function." After the player activates the assisted movement function, a prompt message can be updated in the graphical user interface. The updated message informs the player of the key press required to deactivate the assisted movement function for the first object. This key press can be the same as or different from the key press used to activate the function. For example... Figure 4 As shown, the upper right corner of the graphical user interface displays "Please press button B to exit the assisted movement function". Figure 4 The bottom left corner also displays a square icon numbered 30 and a circular icon numbered 31. The square icon corresponds to the state where the player controls the movement of the first object, and the circular icon corresponds to the state where the player controls the movement of the first object through the assisted movement function. The symbol between the two icons indicates that they can be switched. Figure 4 In the image, square icons are displayed in gray, and circular icons are displayed in white, indicating that the assisted mobility function is in effect.

[0028] The assisted movement function can also be triggered when the first object enters a specific state. For example, the assisted movement function automatically activates when the first object enters combat. Alternatively, the assisted movement function can be activated when a game object that can interact with the first object appears in the game scene. Furthermore, the assisted movement function can be activated only when the distance between the game object and the first object meets a preset distance condition (such as being less than a certain distance threshold).

[0029] Even if the first object doesn't have pre-configured movement assistance, you can configure movement assistance for the first object and simultaneously control its activation. For example, a player can apply a virtual item to the first object, granting it movement assistance and making it active. You can also configure movement assistance for the first object and activate it simultaneously using the methods described above. Specific settings can be configured according to your needs and are not limited here.

[0030] The second object mentioned above is typically a game object that can interact with the first object. Specific interaction methods can include one or more of the following: attacking, healing, capturing, picking up, etc. After interaction occurs, it usually produces one or more of the following effects: changing the attribute values ​​of the second object, changing the attribute values ​​of the first object, and changing the ownership relationship between the second and first objects, etc.

[0031] For example, the first object can attack the second object, reducing the second object's health; the second object can attack the first object, reducing the first object's health; the second object can heal the first object, increasing the first object's health; the first object can capture the second object, making the second object its own, etc.

[0032] The second object can be controlled by the game system or by other game accounts. Within the game scene, the second object can be fixed or movable, depending on the requirements.

[0033] A game scene can include one or more second objects. When a game scene includes multiple second objects, the multiple second objects can be of the same type, and their interaction behavior with the first object is usually fixed; the multiple second objects can also be of different types, and different types of second objects can usually interact with the first object in different ways.

[0034] Different auxiliary movement logic is usually required for second objects with different interaction methods. For example, for a second object that can attack the first object but the first object will not interact with it, the auxiliary movement logic is usually to move away from the second object; for a second object that can attack the first object and the first object can also attack it, the auxiliary movement logic is usually to maintain a certain distance from the second object, a distance that allows the first object to attack the second object while making it difficult for the second object to attack the first object; for a second object that the first object can capture, the auxiliary movement logic is usually to control the first object to move closer to the second object so that the first object reaches the location of the second object, etc.

[0035] The auxiliary movement logic can also be related to the state of the first object itself. For example, when the first object is a vehicle, if its fuel is less than a preset threshold, the auxiliary movement logic can control the first object to move closer to the refueling location. Specific settings can be configured according to requirements and are not limited here.

[0036] After determining the interactive behaviors that the second object can produce with the first object, the first object can be moved according to the auxiliary movement logic corresponding to that interactive behavior. When the second object can move in the game scene, it is necessary to obtain the position of the second object in real time, and based on the auxiliary movement logic and the real-time position of the second object, determine the position that the first object needs to move to, and control the first object to move to the corresponding position.

[0037] When the game scene includes different types of second objects, different auxiliary movement logics for different types of second objects can be superimposed. For example, if there is a second object in front of the first object that will attack it, and another second object that the first object needs to capture, the auxiliary movement logic can control the first object to bypass the second object that will attack it and move to the position of the second object that needs to be captured.

[0038] Step S106: In response to an interaction command for the second object, control the first object to interact with the second object during automatic movement.

[0039] The aforementioned interactive commands are typically generated by players through human-computer interaction devices connected to their terminal devices. Similarly, these devices can include mice, keyboards, game controllers, touchscreens, etc. Players can trigger controls in the graphical user interface (GUI) via the touchscreen to generate interactive commands. Players can also generate interactive commands by clicking or holding down pre-defined keys on the keyboard. Players can also generate interactive commands by operating buttons on a game controller, and so on; no restrictions are placed here.

[0040] The interaction behavior performed on the second object can be one or more, and correspondingly, the interaction commands can also be one or more. Different interaction commands can be generated in different ways. For example, different controls can be set for different interaction methods to trigger the corresponding interaction methods. Different interaction commands can also be generated in the same way. For example, when the first object is in different states, the player can generate different interaction commands through the same operation method.

[0041] During the interaction between the first and second objects, if the state of the second object changes, such as the second object becoming unable to attack the first object, the auxiliary movement logic for the second object can be canceled. If the state of the first object changes, such as its health falling below a preset threshold, the auxiliary movement logic can be updated to control the first object to move closer to the second object that can heal it. Specific settings can be configured according to requirements and are not limited here.

[0042] The aforementioned method for controlling the movement of a virtual object, in response to a movement control command for a first object, controls the first object to move within the game scene; in response to the activation of the first object's assisted movement function, controls the first object to automatically move based on a second object in the game scene; and in response to an interaction command for the second object, controls the first object to interact with the second object during automatic movement. This method provides a movement management function for the virtual object when the player-controlled virtual object enters combat, freeing the player's left hand and allowing the player to focus on shooting combat, thus improving the player experience and, to some extent, increasing game retention.

[0043] The following embodiment provides an implementation method for controlling the first object to move automatically based on a second object in the game scene in response to the activation of the assisted movement function of the first object.

[0044] In practical applications, when preset game conditions are met between the first object and the second object, auxiliary movement functions can be configured for the first object. These preset game conditions can be varied, and may include one or more of the following: the first object and the second object are in different game factions; the first object and the second object are in the same game faction; the distance between the first object and the second object is less than or equal to a preset distance threshold; or specified game behaviors can occur between the first object and the second object.

[0045] In one specific embodiment, when the first object and the second object enter combat, it can also be determined that the first object and the second object meet preset game conditions. This can be determined when the first object and the second object are in different game factions and the distance between them is less than or equal to a preset distance; or, after the second object attacks the first object and hits it; or, after triggering an attack by the first object, it can be determined that the two objects enter combat. The specific settings can be configured according to requirements and are not limited here.

[0046] After configuring the assisted movement function for the first object, the player can either directly activate the assisted movement function or activate it without direct control. Instead, the player can activate the assisted movement function in response to a command generated by the player to enable it. This command can be generated by the player through a human-computer interaction device connected to the terminal device. The specific method is not limited here.

[0047] In one specific embodiment, when the first object needs to attack the second object and evade the attack of the second object, the first object can be automatically controlled to perform circular motion around the second object in the game scene by means of the assisted movement function.

[0048] During the circular motion of the first object around the second object, the first and second objects typically need to maintain a fixed distance and move along the tangent of the line connecting them. The distance between the first and second objects can also be adjusted as needed and is not limited here.

[0049] The distance the first object travels in a circular motion around the second object can be the distance when the motion assistance function is active, or it can be determined based on a preset distance range. In one specific embodiment, the initial distance between the first and second objects when the motion assistance function is active can be determined first, and then the target distance can be determined based on the initial distance between the first and second objects and the preset distance range. The distance range can include a maximum distance and a minimum distance, or it can be a specified distance; no limitation is imposed here.

[0050] If the distance range includes both a maximum and a minimum distance, the initial distance can be compared with the maximum distance, as well as with the minimum distance. If the initial distance between the first and second objects is greater than or equal to the maximum distance, the maximum distance can be determined as the target distance. If the initial distance between the first and second objects is less than or equal to the minimum distance, the minimum distance can be determined as the target distance; if the initial distance between the first and second objects is less than the maximum distance but greater than the minimum distance, the initial distance can be directly determined as the target distance.

[0051] After determining the target distance, if the initial distance between the first object and the second object is not equal to the target distance, the first object can be controlled to move closer to or further away from the second object until the distance between the first and second objects equals the target distance. Once the distance between them equals the target distance, the first object can be further controlled to automatically perform circular motion with the second object in the game scene as the center and the target distance as the radius.

[0052] It is usually necessary to determine whether the first object revolves around the second object in a clockwise or counterclockwise direction. The direction of rotation can be determined based on the initial orientation of the first object and the relative orientation between the first and second objects, so that the first object can perform circular motion with a small angle of rotation.

[0053] In practical implementation, the current direction of the first object pointing towards the second object and the initial direction of the first object can be determined. The initial direction is typically the current direction of movement of the first object when it needs to begin circular motion around the second object. When the first object is a vehicle, its direction of movement is typically the direction in which the vehicle's bow is facing, such as the bow of a ship or vehicle. Figure 5 As shown, arrow A corresponds to the current direction between the first and second objects, and arrow B corresponds to the initial direction of the first object. Further, it is necessary to detect the angle between the initial direction and the current direction. If the angle is less than a preset threshold, the circling direction is determined to be counterclockwise; if the angle is greater than or equal to the preset threshold, the circling direction is determined to be clockwise. In a specific embodiment, the preset threshold can be 180 degrees, that is, if the angle between the current direction and the first object is less than 180°, the circling direction is determined to be counterclockwise; if the angle between the current direction and the first object is greater than or equal to 180° (and usually needs to be less than 360°), the circling direction is determined to be clockwise.

[0054] Once the orbiting direction is determined, the first object can be controlled to automatically move in a circle around the second object in the game scene according to the orbiting direction.

[0055] In the game, the first target can also be equipped with protective gear. This gear can be inherent to the first target, configured by the player, or configured after the first target performs a specific game action, such as transferring its protective gear to the first target after attacking another target. Protective gear is typically used to defend against attacks and damage from other targets. When the area where the first target has protective gear is attacked, the gear's integrity and protective capabilities are reduced. If the area does not have protective gear, the first target's health, integrity, or durability will decrease after that area is attacked.

[0056] As the first object automatically moves in a circular motion centered on the second object in the game scene, its protective gear can be controlled to always face the second object. This ensures that when the first object is hit by the second object, the designated attribute of the protective gear is reduced, but the designated attribute of the first object is not reduced. As mentioned above, the designated attribute can be integrity, durability, etc.

[0057] The first object can be equipped with one or more protective devices. When the first object is a virtual vehicle, the protective devices can include a first protective device and a second protective device, with the first protective device located on the first side of the virtual vehicle and the second protective device located on the second side of the virtual vehicle. For example, when the virtual vehicle is a virtual ship, one protective device can be installed on each of the ship's left and right sides.

[0058] During the automatic movement of the first object around the second object, the specified attributes of the protective devices facing the second object can be detected in real time. For example, assuming the first protective device on the first side of the virtual vehicle faces the second object, if the specified attribute of the first protective device on the first side of the virtual vehicle is less than a preset attribute threshold, the current orbiting direction of the first object can be adjusted so that the second protective device on the second side of the virtual vehicle faces the second object, and the first protective device on the first side of the virtual vehicle does not face the second object. In a specific implementation, adjusting the current orbiting direction of the first object can be achieved by turning around on the spot.

[0059] Since the virtual vehicle may have already adjusted its orbiting direction during gameplay due to the second protective device's specified attribute being less than a threshold, after determining that the first protective device's specified attribute is less than the preset threshold, it's necessary to determine whether the second protective device's specified attribute is greater than the threshold. If the second protective device's specified attribute is less than the threshold, it can be further determined whether its specified attribute is greater than the threshold. If it is greater, the virtual vehicle's current orbiting direction can be adjusted again; if it is not greater, no adjustment to the virtual vehicle's current orbiting direction is necessary.

[0060] Game scenes typically also include scene objects, which are usually buildings, terrain objects, etc. For example, when the game scene simulates the ocean, scene objects can be islands, rocks, beaches, etc. The edges of these scene objects form the boundaries of the game scene. In the game, if the first object collides with the scene boundary, it will be damaged. Therefore, assisted movement functions can be used to avoid collisions between the first object and the scene edge.

[0061] By using the assisted movement function to control the automatic movement of the first object around the second object, in response to a preset distance condition between the first object and the boundary of the game scene, the current orbiting direction of the first object can be adjusted to move the first object away from the boundary of the game scene. Adjusting the current orbiting direction of the first object is typically done by controlling the first object to turn around.

[0062] When the second object is a virtual object controlled by the game scene, its behavior sequence is usually pre-set, which can be done using a behavior tree. The behavior sequence typically indicates the execution order of the second object's game behaviors, the currently executing game behavior, etc.

[0063] During the activation of the assisted movement function, the target game action that the second object is about to execute can be determined based on the second object's behavior sequence, and the scope of effect of the target game action in the game scene can be determined. The second object may or may not move when executing the target game action. If the second object needs to move to execute the target action, the scope of effect can include the movement trajectory of the second object when executing the target game action. The scope of effect can also be the area that the target game action will affect when it occurs. For example, if the second object releases a skill that reduces a certain attribute of virtual objects within a circular area centered on the second object with a preset radius, then the circular area centered on the second object with a preset radius is the scope of effect of the target game action.

[0064] When the target game behavior of the second object may have a negative impact on the first object, such as attacking or stunning, if the area of ​​effect at least partially overlaps with the movement trajectory of the first object, then the first object's movement trajectory will be automatically adjusted. This movement trajectory can include the first object's current position; when the first object's trajectory around the second object remains unchanged, the movement trajectory can refer to the first object's historical trajectory; it can also predict the first object's future movement trajectory, which can be configured according to requirements.

[0065] When the scope of action refers to the movement trajectory of the second object when performing the target game action, if the current position of the first object is located on the movement trajectory of the second object when performing the target game action, the first object is controlled to automatically move away from the movement trajectory. In a specific embodiment, the target game action can be a high-speed "sprint." If the second object collides with a virtual object while sprinting, it will cause damage to that virtual object. Therefore, it is necessary to control the first object to automatically move away from the movement trajectory, specifically along a direction perpendicular to the movement trajectory of the second object when performing the target game action. After the second object finishes the target game action, the first object can continue to be controlled to automatically perform circular motion around the second object.

[0066] When the effective range is a region within the game scene, if part or all of the first object's movement trajectory falls within the effective range of the target game action, the first object needs to be controlled to move automatically in a direction away from the effective range. For example, if the effective range is a circle, the direction can be the opposite of the direction from the first object's current position to the center of the circle.

[0067] In some games, the primary object is also equipped with an auto-movement function. Similar to assisted movement, this function can be inherent to the primary object, configured by the player, or configured after the primary object reaches a certain level or enters a certain state. The activation of the auto-movement function can be automatic or player-triggered; there are no restrictions here. In response to the activation of the primary object's auto-movement function, the primary object is controlled to move automatically within the game scene according to its current orientation. Specifically, the primary object can be controlled to move automatically within the game scene according to its current orientation and a specified movement speed, which can be either the primary object's current movement speed or its maximum movement speed.

[0068] If the first object is configured with both automatic movement and assisted movement functions, the graphical user interface can simultaneously display controls for triggering the automatic movement function and controls for triggering the assisted movement function. For example... Figure 6 As shown, in the upper right corner of the graphical user interface, there are rectangles labeled 40 and 41. Rectangle 40 represents the control used to trigger the automatic movement function, and rectangle 41 represents the control used to trigger the assisted movement function. Figure 6 In the diagram, the rectangle labeled 40 is displayed in gray, indicating that the automatic movement function is in effect; the rectangle labeled 41 is displayed in white, indicating that the assisted movement function is not in effect. In practical applications, the two controls are usually different, specifically in one or more of the following ways: shape, color, size, and label text.

[0069] During the auto-movement function, in response to the first and second targets entering combat, the auxiliary movement function of the first target can be activated, and its auto-movement function can be deactivated. For example... Figure 7 As shown, after the function is switched, the rectangle labeled 40 is displayed in white, indicating that the automatic movement function is not in effect; the rectangle labeled 41 is displayed in gray, indicating that the assisted movement function is in effect.

[0070] During the auto-movement function, players can adjust the orientation or speed of the first object by generating movement control commands. In response to these commands, the movement parameters of the first object are updated, and the first object moves automatically within the game scene according to these updated parameters. As mentioned above, the movement parameters adjusted by the movement control commands can be either the orientation or the speed of the first object. When both orientation and speed are adjusted simultaneously, the first object can be controlled to automatically exit the auto-movement function.

[0071] In the specific implementation process, when the player generates an exit command for the automatic movement function or the assisted movement function, the first object can be controlled to exit the corresponding movement function, and the first object can be controlled to move in the game scene based on the movement control command for the first object.

[0072] For the above method embodiments, see Figure 8 The embodiment of the present invention shown provides a motion control device for a virtual object. A graphical user interface is provided via a terminal device; the graphical user interface displays at least a portion of a game scene; the game scene includes a first object controlled via the terminal device, the first object being configured with assisted movement functions; the device includes: The first movement control module 802 is used to respond to movement control commands for the first object and control the first object to move within the game scene. The second movement control module 804 is used to control the first object to move automatically based on the second object in the game scene in response to the activation of the auxiliary movement function of the first object; The interaction control module 806 is used to respond to the interaction command for the second object and control the first object to interact with the second object when moving automatically.

[0073] The aforementioned virtual object movement control device, in response to a movement control command for a first object, controls the first object to move within the game scene; in response to the activation of the first object's assisted movement function, controls the first object to automatically move based on a second object in the game scene; and in response to an interaction command for the second object, controls the first object to interact with the second object during automatic movement. This method provides a movement management function for the virtual object when the player-controlled virtual object enters combat, freeing the player's left hand and allowing the player to focus on shooting combat, improving the player experience and, to some extent, increasing game retention.

[0074] The aforementioned device further includes: a function configuration module, used to configure an auxiliary movement function for the first object when preset game conditions are met between the first object and the second object.

[0075] The aforementioned second movement control module is also used to: control the first object to automatically perform circular motion with the second object in the game scene as the center.

[0076] The aforementioned second movement control module is also used to: determine the target distance based on the initial distance between the first object and the second object and the preset distance range; and control the first object to automatically perform circular motion with the second object in the game scene as the center and the target distance as the radius.

[0077] The aforementioned distance range includes the maximum distance and the minimum distance; the aforementioned second movement control module is further configured to: if the initial distance between the first object and the second object is greater than or equal to the maximum distance, determine the maximum distance as the target distance; if the initial distance between the first object and the second object is less than or equal to the minimum distance, determine the minimum distance as the target distance; if the initial distance between the first object and the second object is less than the maximum distance but greater than the minimum distance, determine the initial distance as the target distance.

[0078] The second movement control module is also used to: determine the orbiting direction based on the initial direction of the first object and the relative direction between the first object and the second object; the orbiting direction is either clockwise or counterclockwise; and control the first object to automatically perform circular motion around the second object in the game scene according to the orbiting direction.

[0079] The aforementioned second motion control module is further configured to: determine the current direction of the first object pointing to the second object and the initial direction of the first object; detect the angle between the initial direction and the current direction; if the angle is less than a preset threshold, determine that the circling direction is counterclockwise; if the angle is greater than or equal to the preset threshold, determine that the circling direction is clockwise.

[0080] The first object is equipped with protective gear; the device further includes: an orientation control module, used to control the protective gear of the first object to always face the second object during the automatic circular motion of the first object with the second object in the game scene as the center, so that when the first object is hit by the second object, the specified attribute of the protective gear is reduced, but the specified attribute of the first object is not reduced.

[0081] The first object is a virtual vehicle, and the protective equipment includes a first protective device and a second protective device. The first protective device is disposed on a first side of the virtual vehicle, and the second protective device is disposed on a second side of the virtual vehicle. The device further includes a first direction adjustment module, which is used to control and adjust the current orbiting direction of the first object when the first object moves automatically around the second object, in response to the specified attribute of the first protective device disposed on the first side of the virtual vehicle being less than a preset attribute threshold, so that the second protective device disposed on the second side of the virtual vehicle faces the second object, and the first protective device disposed on the first side of the virtual vehicle does not face the second object.

[0082] The aforementioned device further includes: a second direction adjustment module, used to control and adjust the current orbiting direction of the first object in response to a preset distance condition between the first object and the boundary of the game scene during the automatic movement of the first object around the second object, so as to move the first object away from the boundary of the game scene.

[0083] The second movement control module is also used to: determine the target game behavior that the second object is about to execute, and the scope of the target game behavior in the game scene, based on the behavior sequence of the second object; if the scope of the behavior at least partially overlaps with the movement trajectory of the first object, control the first object to automatically adjust its movement trajectory.

[0084] The second movement control module is further configured to: if the current position of the first object is on the movement trajectory of the second object when performing the target game behavior, control the first object to move automatically in a direction away from the movement trajectory.

[0085] The second movement control module is further configured to: if at least part of the movement trajectory of the first object is within the range of the target game behavior, control the first object to move automatically in a direction away from the range of the behavior.

[0086] The aforementioned device further includes: a condition satisfaction determination module, used to determine, in response to the first object and the second object entering battle, that preset game conditions are met between the first object and the second object.

[0087] The aforementioned device further includes: a function activation control module, used to control the activation of the assistive movement function of the first object in response to an activation command for the assistive movement function.

[0088] The first object is also equipped with an automatic movement function, and the device further includes: a third movement control module, used to control the first object to move automatically in the game scene according to its current orientation in response to the activation of the automatic movement function of the first object.

[0089] The aforementioned device also includes: a function switching module, used to control the first object's auxiliary movement function to take effect and the automatic movement function to deactivate in response to the first object and the second object entering combat during the automatic movement function being active.

[0090] The aforementioned third movement control module is also used to: in response to the activation of the automatic movement function of the first object, control the first object to move automatically in the game scene according to its current orientation and a specified movement speed; wherein, the specified movement speed is the current movement speed of the first object or the maximum movement speed of the first object.

[0091] The aforementioned device further includes: a movement parameter update module, used to update the movement parameters of the first object in response to the movement control command of the first object during the automatic movement function, and control the first object to move automatically in the game scene according to the updated movement parameters; wherein, the movement parameters include: the orientation or movement speed of the first object.

[0092] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned virtual object movement control method. Specifically: In response to a movement control command for the first object, control the first object to move within the game scene; in response to the first object's assisted movement function being activated, control the first object to move automatically based on a second object in the game scene; in response to an interaction command for the second object, control the first object to interact with the second object while moving automatically.

[0093] The above method provides a movement hosting function for the virtual object controlled by the player when it enters the battle, freeing the player's left hand and allowing the player to focus on shooting combat, thus improving the player experience and increasing the game's retention rate to some extent.

[0094] Optionally, the above method further includes: when preset game conditions are met between the first object and the second object, controlling the configuration of auxiliary movement function for the first object.

[0095] Optionally, the step of controlling the first object to move automatically based on the second object in the game scene includes: controlling the first object to automatically perform circular motion with the second object in the game scene as the center.

[0096] Optionally, the above-mentioned step of controlling the first object to automatically perform circular motion around the second object in the game scene includes: determining the target distance based on the initial distance between the first object and the second object and a preset distance range; controlling the first object to automatically perform circular motion around the second object in the game scene with the target distance as the radius.

[0097] Optionally, the aforementioned distance range includes a maximum distance and a minimum distance; the step of determining the target distance based on the initial distance between the first object and the second object and the preset distance range includes: if the initial distance between the first object and the second object is greater than or equal to the maximum distance, the maximum distance is determined as the target distance; if the initial distance between the first object and the second object is less than or equal to the minimum distance, the minimum distance is determined as the target distance; if the initial distance between the first object and the second object is less than the maximum distance but greater than the minimum distance, the initial distance is determined as the target distance.

[0098] Optionally, the above-mentioned step of controlling the first object to automatically perform circular motion around the second object in the game scene includes: determining the orbiting direction based on the initial direction of the first object and the relative direction between the first object and the second object; the orbiting direction is either clockwise or counterclockwise; and controlling the first object to automatically perform circular motion around the second object in the game scene according to the orbiting direction.

[0099] Optionally, the step of determining the surrounding direction based on the initial direction of the first object and the relative direction between the first object and the second object includes: determining the current direction of the first object pointing to the second object and the initial direction of the first object; detecting the angle between the initial direction and the current direction; if the angle is less than a preset threshold, determining the surrounding direction as counterclockwise; if the angle is greater than or equal to the preset threshold, determining the surrounding direction as clockwise.

[0100] Optionally, the first object is equipped with protective gear; the method further includes: during the automatic circular motion of the first object around the second object in the game scene, controlling the protective gear of the first object to always face the second object, so that when the first object is hit by the second object, the specified attribute of the protective gear is reduced, but the specified attribute of the first object is not reduced.

[0101] Optionally, the first object is a virtual vehicle, and the protective equipment includes a first protective device and a second protective device. The first protective device is disposed on a first side of the virtual vehicle, and the second protective device is disposed on a second side of the virtual vehicle. The method further includes: during the automatic movement of the first object around the second object, in response to the specified attribute of the first protective device disposed on the first side of the virtual vehicle being less than a preset attribute threshold, controlling and adjusting the current orbiting direction of the first object so that the second protective device disposed on the second side of the virtual vehicle faces the second object, and the first protective device disposed on the first side of the virtual vehicle does not face the second object.

[0102] Optionally, the above method further includes: during the automatic movement of the first object around the second object, in response to the satisfaction of a preset distance condition between the first object and the boundary of the game scene, controlling and adjusting the current orbiting direction of the first object so that the first object moves away from the boundary of the game scene.

[0103] Optionally, the above-mentioned step of controlling the first object to move automatically based on the second object in the game scene includes: determining the target game behavior that the second object is about to execute, and the scope of the target game behavior in the game scene, based on the behavior sequence of the second object; if the scope of the behavior at least partially overlaps with the movement trajectory of the first object, controlling the first object to automatically adjust its movement trajectory.

[0104] Optionally, the step of controlling the first object to automatically adjust its movement trajectory if the scope of action at least partially overlaps with the movement trajectory of the first object includes: if the current position of the first object is on the movement trajectory of the second object when performing the target game behavior, controlling the first object to automatically move in a direction away from the movement trajectory.

[0105] Optionally, the step of controlling the first object to automatically adjust its movement trajectory if the scope of action at least partially overlaps with the movement trajectory of the first object includes: if at least part of the movement trajectory of the first object is within the scope of action of the target game behavior, controlling the first object to automatically move in a direction away from the scope of action.

[0106] Optionally, the above method further includes: in response to the first object and the second object entering battle, determining that the first object and the second object meet preset game conditions.

[0107] After the step of configuring the assistive movement function for the first object, the method further includes: in response to an activation command for the assistive movement function, controlling the assistive movement function of the first object to take effect.

[0108] Optionally, the first object is also configured with an automatic movement function, and the method further includes: in response to the automatic movement function of the first object being activated, controlling the first object to move automatically in the game scene according to its current orientation.

[0109] Optionally, the above method also includes: during the automatic movement function, in response to the first object and the second object entering combat, controlling the first object's auxiliary movement function to take effect and the automatic movement function to no longer take effect.

[0110] Optionally, the step of controlling the first object to move automatically in the game scene according to its current orientation in response to the activation of the automatic movement function of the first object includes: controlling the first object to move automatically in the game scene according to its current orientation and a specified movement speed in response to the activation of the automatic movement function of the first object; wherein, the specified movement speed is the current movement speed of the first object or the maximum movement speed of the first object.

[0111] Optionally, the above method further includes: during the automatic movement function, updating the movement parameters of the first object in response to the movement control command of the first object, and controlling the first object to move automatically in the game scene according to the updated movement parameters; wherein, the movement parameters include: the orientation or movement speed of the first object.

[0112] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aforementioned virtual object movement control method.

[0113] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0114] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0115] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0116] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned virtual object movement control method.

[0117] The present invention provides a method, apparatus, and electronic device for controlling the movement of a virtual object, comprising a computer-readable storage medium storing program code, wherein the program code includes instructions that can be used to execute the methods described in the preceding method embodiments. Specifically, as follows: In response to a movement control command for the first object, control the first object to move within the game scene; in response to the first object's assisted movement function being activated, control the first object to move automatically based on a second object in the game scene; in response to an interaction command for the second object, control the first object to interact with the second object while moving automatically.

[0118] The above method provides a movement hosting function for the virtual object controlled by the player when it enters the battle, freeing the player's left hand and allowing the player to focus on shooting combat, thus improving the player experience and increasing the game's retention rate to some extent.

[0119] Optionally, the steps for the first virtual device to perform the corresponding game behavior include: controlling the first virtual device to launch a first virtual item, wherein the first virtual item is configured to affect the attribute value of the hit virtual object; the steps for the second virtual device to perform the corresponding game behavior include: controlling the second virtual device to launch a second virtual item, wherein the second virtual item is configured to affect the attribute value of the hit virtual object.

[0120] Optionally, the aforementioned target state is a first target state. When the second virtual device is in the target state, the step of controlling the second virtual device to perform corresponding game behavior in response to the second trigger command for the second virtual device includes: when the second virtual device is in the first target state, within the first target duration corresponding to the first target state, controlling the second virtual device to perform corresponding game behavior in response to the second trigger command for the second virtual device; and controlling the first virtual device to exit the first target state.

[0121] Optionally, the step of controlling the second virtual device to perform corresponding game behavior in response to the second trigger command for the second virtual device within the first target duration corresponding to the first target state includes: controlling the second virtual device to perform corresponding game behavior in response to the third trigger command for the first virtual device within the first target duration corresponding to the first target state.

[0122] Optionally, the above-mentioned target state is a second target state. When the second virtual device is in the target state, the step of controlling the second virtual device to perform the corresponding game behavior in response to the second trigger command for the second virtual device includes: when the second virtual device is in the second target state, within the second target duration corresponding to the second target state, controlling the second virtual device to perform the corresponding game behavior in response to the second trigger command for the second virtual device; maintaining the second virtual device in the second target state.

[0123] Optionally, the above method further includes: controlling the second virtual device to exit the second target state in response to the duration of the second target state satisfying the second target duration.

[0124] Optionally, the game scenario described above includes multiple second virtual devices; the multiple second virtual devices include a third virtual device; the method further includes: in response to the duration of the third virtual device in the second target state satisfying the second target duration, determining whether there is a target virtual device among the multiple second virtual devices; the duration of the target virtual device in the second target state is less than the second target duration; if it exists, maintaining the third virtual device in the second target state; if it does not exist, controlling the virtual devices in the second target state among the multiple second virtual devices to exit the second target state together.

[0125] Optionally, the method further includes: displaying a first identifier in a graphical user interface; the first identifier indicating the remaining duration of the fourth virtual device, which is the last to enter the second target state among the target virtual devices, in the second target state; the remaining duration being the difference between the second target duration and the duration of the fourth virtual device in the second target state; and updating the display of the first identifier in response to the fifth virtual device among the plurality of second virtual devices entering the second target state, so that the updated first identifier indicates the remaining duration of the fifth virtual device in the second target state.

[0126] Optionally, the step of displaying the equipment identifier corresponding to the second virtual equipment on the graphical user interface and controlling the first object to move in the game scene in response to the movement control command for the first object includes: controlling the first object to move in the game scene in response to the movement control command for the first object, and updating the display of the equipment identifier corresponding to the second virtual equipment so that the updated equipment identifier indicates the associated trigger state.

[0127] Optionally, the steps of controlling the first object to move in the game scene in response to a movement control command for the first object, and updating the equipment identifier corresponding to the second virtual equipment so that the updated equipment identifier indicates the associated trigger state, include: in response to a first trigger command for the first virtual equipment or in response to the first virtual equipment performing the game behavior corresponding to the first trigger command, displaying a preset animation effect associated with the equipment identifier, and determining the associated trigger state of the second virtual equipment; and in response to the end of the preset animation effect, updating the equipment identifier corresponding to the second virtual equipment so that the updated equipment identifier indicates the associated trigger state.

[0128] Optionally, the aforementioned second virtual equipment includes multiple devices; the step of determining the associated triggering state of the second virtual equipment includes: for each second virtual equipment, determining the associated triggering state of the second virtual equipment based on a preset triggering probability.

[0129] Optionally, the aforementioned target states include multiple types; in different target states, the relevant parameters for the game behavior executed by the second virtual equipment are different; the relevant parameters include at least one of the following: number of executions, execution frequency, execution intensity, and execution duration; the trigger probability includes the probability corresponding to each target state and the probability of not entering the target state; the step of determining the associated trigger state of the second virtual equipment based on the preset trigger probability includes: determining whether the second virtual equipment has entered the target state based on the preset probability parameters corresponding to each target state, and / or determining the target state that the second virtual equipment has entered.

[0130] Optionally, the above-mentioned step of updating and displaying the equipment identifier corresponding to the second virtual equipment includes: if the association trigger state indicates that the second virtual equipment has not entered the target state, displaying the equipment identifier corresponding to the second virtual equipment as the first display effect; if the association trigger state indicates that the second virtual equipment has entered the target state, displaying the equipment identifier corresponding to the second virtual equipment as the second display effect; the second display effect is different from the first display effect.

[0131] Optionally, the aforementioned target state includes a first target state and a second target state; if the associated trigger state indicates that the second virtual equipment enters the target state, the step of displaying the equipment identifier corresponding to the second virtual equipment as the second display effect includes: if the associated trigger state indicates that the second virtual equipment enters the first target state, displaying the equipment identifier corresponding to the second virtual equipment as the third display effect; if the associated trigger state indicates that the second virtual equipment enters the second target state, displaying the equipment identifier corresponding to the second virtual equipment as the fourth display effect; the third display effect is different from the fourth display effect.

[0132] Optionally, the game scene described above includes multiple second virtual equipment; the multiple second virtual equipment are divided into multiple equipment sets; at least some equipment sets include multiple adjacent second virtual equipment; the method further includes: in response to the fact that the second virtual equipment in the first equipment set of the multiple equipment sets are all in the target state, controlling the second virtual equipment in the first equipment set to display a specified effect.

[0133] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aforementioned virtual object movement control method.

[0134] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0135] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0136] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0137] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0138] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for controlling the movement of a virtual object, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface displays at least a portion of the game scene. The game scene includes a first object controlled via the terminal device, the first object being configured with assisted movement functionality, and the method includes: In response to a movement control command for the first object, control the first object to move within the game scene; In response to the activation of the assisted movement function of the first object, the first object is controlled to move automatically based on the second object in the game scene; In response to an interaction command for the second object, the first object is controlled to interact with the second object during the automatic movement.

2. The method according to claim 1, characterized in that, The method further includes: When preset game conditions are met between the first object and the second object, the auxiliary movement function is configured for the first object.

3. The method according to claim 1, characterized in that, The step of controlling the first object to move automatically based on the second object in the game scene includes: The first object is controlled to automatically perform circular motion with the second object in the game scene as the center.

4. The method according to claim 3, characterized in that, The step of controlling the first object to automatically perform circular motion around the second object in the game scene includes: The target distance is determined based on the initial distance between the first object and the second object and a preset distance range; The first object is controlled to automatically perform circular motion with the second object in the game scene as the center and the target distance as the radius.

5. The method according to claim 4, characterized in that, The distance range includes the maximum distance and the minimum distance; The step of determining the target distance based on the initial distance between the first object and the second object and a preset distance range includes: If the initial distance between the first object and the second object is greater than or equal to the maximum distance, the maximum distance is determined as the target distance; If the initial distance between the first object and the second object is less than or equal to the minimum distance, the minimum distance is determined as the target distance; If the initial distance between the first object and the second object is less than the maximum distance but greater than the minimum distance, the initial distance is determined as the target distance.

6. The method according to claim 3, characterized in that, The step of controlling the first object to automatically perform circular motion around the second object in the game scene includes: The surrounding direction is determined based on the initial orientation of the first object and the relative orientation between the first object and the second object; the surrounding direction is either clockwise or counterclockwise. The first object is controlled to automatically perform circular motion around the second object in the game scene according to the surrounding direction.

7. The method according to claim 6, characterized in that, The step of determining the surrounding direction based on the initial orientation of the first object and the relative orientation between the first object and the second object includes: Determine the current direction in which the first object points to the second object and the initial direction of the first object; Detect the angle between the initial direction and the current direction; If the included angle is less than a preset threshold, then the circling direction is determined to be counterclockwise. If the included angle is greater than or equal to the preset threshold, then the circling direction is determined to be clockwise.

8. The method according to claim 6, characterized in that, The first object is equipped with protective gear; the method further includes: During the automatic circular motion of the first object centered on the second object in the game scene, the protective equipment of the first object is controlled to always face the second object, so that when the first object is hit by the second object, the specified attribute of the protective equipment is reduced, but the specified attribute of the first object is not reduced.

9. The method according to claim 8, characterized in that, The first object is a virtual vehicle, and the protective equipment includes a first protective device and a second protective device. The first protective device is disposed on a first side of the virtual vehicle, and the second protective device is disposed on a second side of the virtual vehicle. The method further includes: During the automatic movement of the first object around the second object, in response to the specified attribute of the first protective equipment set on the first side of the virtual vehicle being less than a preset attribute threshold, the current orbiting direction of the first object is controlled and adjusted so that the second protective equipment set on the second side of the virtual vehicle faces the second object, and the first protective equipment set on the first side of the virtual vehicle does not face the second object.

10. The method according to claim 6, characterized in that, The method further includes: During the automatic movement of the first object around the second object, in response to the first object meeting a preset distance condition with respect to the boundary of the game scene, the current orbiting direction of the first object is controlled and adjusted so that the first object moves away from the boundary of the game scene.

11. The method according to claim 1, characterized in that, The step of controlling the first object to move automatically based on the second object in the game scene includes: Based on the behavior sequence of the second object, determine the target game behavior that the second object is about to execute, and the scope of the target game behavior in the game scene; If the effective range at least partially overlaps with the movement trajectory of the first object, the first object is controlled to automatically adjust its movement trajectory.

12. The method according to claim 11, characterized in that, If the effective range at least partially overlaps with the movement trajectory of the first object, the step of controlling the first object to automatically adjust its movement trajectory includes: If the current position of the first object is on the movement trajectory of the second object when performing the target game behavior, control the first object to move automatically in a direction away from the movement trajectory.

13. The method according to claim 11, characterized in that, If the effective range at least partially overlaps with the movement trajectory of the first object, the step of controlling the first object to automatically adjust its movement trajectory includes: If at least part of the movement trajectory of the first object is within the range of the target game behavior, control the first object to move automatically in a direction away from the range of the behavior.

14. The method according to claim 2, characterized in that, The method further includes: In response to the first object and the second object entering combat, it is determined that the preset game conditions are met between the first object and the second object.

15. The method according to claim 14, characterized in that, After the step of configuring the assistive movement function for the first object, the method further includes: In response to the activation command for the assisted mobility function, the assisted mobility function of the first object is activated.

16. The method according to claim 1, characterized in that, The first object is also configured with an automatic movement function, and the method further includes: In response to the activation of the automatic movement function of the first object, the first object is controlled to move automatically in the game scene according to its current orientation.

17. The method according to claim 16, characterized in that, The method further includes: During the automatic movement function, in response to the first object and the second object entering combat, the auxiliary movement function of the first object is activated and the automatic movement function is deactivated.

18. The method according to claim 16, characterized in that, The step of controlling the first object to automatically move in the game scene according to its current orientation in response to the activation of the automatic movement function of the first object includes: In response to the activation of the automatic movement function of the first object, the first object is controlled to move automatically in the game scene according to its current orientation and a specified movement speed; wherein, the specified movement speed is the current movement speed of the first object or the maximum movement speed of the first object.

19. The method according to claim 18, characterized in that, The method further includes: During the automatic movement function, in response to the movement control command of the first object, the movement parameters of the first object are updated, and the first object is controlled to move automatically in the game scene according to the updated movement parameters. The movement parameters include the orientation or movement speed of the first object.

20. A motion control device for a virtual object, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface displays at least a portion of the game scene. The game scene includes a first object controlled via the terminal device, the first object being configured with assisted movement functionality, and the device comprising: The first movement control module is used to control the first object to move in the game scene in response to a movement control command for the first object; The second movement control module is used to control the first object to move automatically based on the second object in the game scene in response to the activation of the first object's auxiliary movement function. An interaction control module is used to control the first object to interact with the second object during the automatic movement in response to an interaction command for the second object.

21. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the virtual object movement control method according to any one of claims 1-19.

22. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the virtual object movement control method according to any one of claims 1-19.