Virtual object control method and apparatus, computer device, and storage medium
Patent Information
- Application Number
- CN202411808406.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2024-12-03
- Filing Date
- 2024-12-09
- Publication Date
- 2026-06-05
AI Technical Summary
[0004]相关技术中,一个虚拟对象在向另一个虚拟对象进行攻击时,为了避免伤害,仅能先快速移动躲避攻击,虚拟对象之间的互动方式较为单一,人机交互的效率较低
[0053] The methods, apparatus, computer devices, and storage media provided in this application embodiment allow virtual objects to interrupt the normal attacks of other virtual objects by releasing a first-type skill during a game. They can also defend against the first-type skills released by other virtual objects by performing defensive actions, and interrupt the defensive actions of other virtual objects by performing normal attacks. This creates a cyclical restraint relationship between the first-type skill and normal attacks, normal attacks and defensive actions, and defensive actions and first-type skills. This prompts virtual objects to engage in a triangular game of normal attacks, first-type skills, and defensive actions, changing their operational strategies according to the game situation and flexibly responding by choosing between normal attacks, first-type skills, and defensive actions. This makes the player's actions more targeted, thereby promoting interaction between virtual objects and improving human-computer interaction efficiency.
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Figure CN122141239A_ABST
Abstract
Description
[0001] This application claims priority to Chinese Patent Application No. 202411771526.X, filed on December 3, 2024, entitled “Interaction Method, Apparatus, Device and Storage Medium for Virtual Characters”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of computer technology, and in particular to a virtual object control method, apparatus, computer device, and storage medium. Background Technology
[0003] With the rapid development of computer technology and the widespread adoption of smart devices, video games have become widely used. In video games, users can control virtual objects to unleash skills on other virtual objects.
[0004] In related technologies, when one virtual object attacks another virtual object, it can only move quickly to avoid the attack in order to avoid damage. The interaction between virtual objects is relatively simple, and the efficiency of human-computer interaction is low. Summary of the Invention
[0005] This application provides a virtual object control method, apparatus, computer device, and storage medium, which can enrich the interaction methods between virtual objects and improve the efficiency of human-computer interaction. The technical solution is as follows:
[0006] On the one hand, a method for controlling virtual objects is provided, the method comprising:
[0007] The first and second virtual objects are displayed in the game interface;
[0008] If the first virtual object releases a first-type skill on the second virtual object while the second virtual object is performing a normal attack, then the normal attack of the second virtual object is interrupted.
[0009] If the first virtual object performs a defensive action while the second virtual object is releasing the first type of skill, it will be displayed that the first virtual object has successfully defended against the first type of skill.
[0010] If the first virtual object launches a normal attack on the second virtual object while the second virtual object is performing the defensive action, then the defensive action of the second virtual object is interrupted.
[0011] On the other hand, a virtual object control device is provided, the device comprising:
[0012] The display module is used to display the first and second virtual objects in the game interface;
[0013] The first control module is configured to, when the second virtual object is performing a normal attack, if the first virtual object releases a first type of skill on the second virtual object, then display that the normal attack of the second virtual object is interrupted.
[0014] The first control module is further configured to, when the second virtual object is releasing the first type of skill, if the first virtual object performs a defensive action, display that the first virtual object has successfully defended against the first type of skill;
[0015] The first control module is further configured to, when the second virtual object is performing the defensive behavior, display that the defensive behavior of the second virtual object is interrupted if the first virtual object launches a normal attack on the second virtual object.
[0016] Optionally, the first control module is further configured to:
[0017] If the first virtual object releases a second type of skill at the second virtual object while the second virtual object is performing a normal attack, releasing the first type of skill, or performing the defensive action, then it will be displayed that the current behavior of the second virtual object has been interrupted.
[0018] Optionally, the first control module is configured to:
[0019] If the first virtual object releases the second type of skill on the second virtual object, and the second virtual object is hit by the second type of skill, then it is displayed that the current behavior of the second virtual object is interrupted.
[0020] Optionally, the first control module is configured to:
[0021] In response to the release operation of the second type of skill, if the first attribute value of the first virtual object is not less than the first quantity, the first virtual object is controlled to release the second type of skill, the current behavior of the second virtual object is interrupted, and the first attribute value of the first virtual object is deducted from the first quantity.
[0022] Optionally, the device further includes a second control module for:
[0023] If the first virtual object hits the second virtual object, then the first attribute value of the first virtual object is increased by a second amount;
[0024] If the first virtual object is hit by the second virtual object, then the first attribute value of the first virtual object is increased by a third amount.
[0025] Optionally, the first control module is further configured to:
[0026] The skill effects of the first type of skill are displayed using the first display style;
[0027] The skill effects of the second type of skill are displayed using a second display style, which is different from the first display style.
[0028] Optionally, the first control module is configured to:
[0029] If the first virtual object launches a normal attack on the second virtual object while the second virtual object is performing the defensive action, and the second virtual object is hit by the normal attack of the first virtual object, the normal attack of the first virtual object will be converted into a throwing attack.
[0030] The defensive behavior of the second virtual object was interrupted by the throw attack of the first virtual object.
[0031] Optionally, the first control module is further configured to:
[0032] During the counterattack period following a successful defense, in response to a normal attack, the first virtual object is controlled to launch a counterattack against the second virtual object; or...
[0033] During the non-defense counterattack period after a successful defense, in response to a normal attack operation, the first virtual object is controlled to perform a normal attack on the second virtual object, and it is shown that the first type of skill released by the second virtual object is interrupted.
[0034] Optionally, the counterattack belongs to the first type of skill.
[0035] Optionally, the device further includes:
[0036] The prop picking module is used to control the first virtual object to pick up the virtual prop in response to the picking operation of the virtual prop;
[0037] The third control module is used to control the first virtual object to use the virtual prop to perform an attack behavior in response to the operation of using the virtual prop. The attack behavior includes at least one of the normal attack, releasing the first type of skill, or releasing the second type of skill.
[0038] Optionally, the third control module is used for:
[0039] In response to the use operation of the virtual prop, the first virtual object is controlled to use the virtual prop to perform a target attack behavior, the target attack behavior being associated with at least one of prop type or operation type, wherein the prop type refers to the type to which the virtual prop belongs, and the operation type refers to the type to which the use operation belongs.
[0040] Optionally, the device further includes a fourth control module for:
[0041] In response to a fast movement operation, if the second attribute value of the first virtual object is not less than the fourth quantity, then the first virtual object is controlled to move quickly, and the second attribute value of the first virtual object is reduced by the fourth quantity. The fast movement refers to moving a preset distance within a first preset time period.
[0042] Optionally, the device further includes a fourth control module for:
[0043] In response to the behavior termination operation, if the second attribute value of the first virtual object is not less than the fifth quantity, then the first virtual object is controlled to terminate the current attack behavior, and the second attribute value of the first virtual object is deducted from the fifth quantity.
[0044] Optionally, the device further includes a fourth control module for:
[0045] When the first virtual object is in a hit state, in response to the hit-out operation, if the second attribute value of the first virtual object is not less than the sixth quantity, then the first virtual object is controlled to leave the hit state, and the second attribute value of the first virtual object is reduced by the sixth quantity. The hit state refers to the state of being attacked.
[0046] Optionally, the device further includes a fifth control module for performing at least one of the following:
[0047] Every second preset time interval, the second attribute value of the first virtual object is increased by a seventh amount;
[0048] In response to a use operation on a target virtual item, the second attribute value of the first virtual object is increased by an eighth quantity, wherein the target virtual item is used to increase the second attribute value;
[0049] In response to the release operation of the target skill, the second attribute value of the first virtual object is increased by a ninth amount, wherein the target skill is used to increase the second attribute value.
[0050] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the virtual object control method as described above.
[0051] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to perform the operations performed by the virtual object control method as described above.
[0052] On the other hand, a computer program product is provided, including a computer program that is loaded and executed by a processor to perform the operations performed by the virtual object control method as described above.
[0053] The methods, apparatus, computer devices, and storage media provided in this application embodiment allow virtual objects to interrupt the normal attacks of other virtual objects by releasing a first-type skill during a game. They can also defend against the first-type skills released by other virtual objects by performing defensive actions, and interrupt the defensive actions of other virtual objects by performing normal attacks. This creates a cyclical restraint relationship between the first-type skill and normal attacks, normal attacks and defensive actions, and defensive actions and first-type skills. This prompts virtual objects to engage in a triangular game of normal attacks, first-type skills, and defensive actions, changing their operational strategies according to the game situation and flexibly responding by choosing between normal attacks, first-type skills, and defensive actions. This makes the player's actions more targeted, thereby promoting interaction between virtual objects and improving human-computer interaction efficiency. Attached Figure Description
[0054] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0055] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application;
[0056] Figure 2 This is a flowchart of a virtual object control method provided in an embodiment of this application;
[0057] Figure 3 This is a schematic diagram of a defensive behavior restraint skill provided in an embodiment of this application;
[0058] Figure 4 This is a schematic diagram illustrating a common attack countermeasure defense behavior provided in an embodiment of this application;
[0059] Figure 5 This is a schematic diagram illustrating a method for displaying a second attribute value according to an embodiment of this application;
[0060] Figure 6 This is a schematic diagram of a rapid movement operation provided in an embodiment of this application;
[0061] Figure 7 This is a schematic diagram of a behavior termination operation provided in an embodiment of this application;
[0062] Figure 8 This is a schematic diagram of an impact-relief operation provided in an embodiment of this application;
[0063] Figure 9 This is a schematic diagram of a skill avoidance method provided in an embodiment of this application;
[0064] Figure 10 This is a schematic diagram illustrating a restraint relationship provided in an embodiment of this application;
[0065] Figure 11 This is a schematic diagram illustrating another restraint relationship provided in an embodiment of this application;
[0066] Figure 12 This is a schematic diagram of a game interface provided in an embodiment of this application;
[0067] Figure 13 This is a schematic diagram of another game interface provided in an embodiment of this application;
[0068] Figure 14 This is a schematic diagram of another game interface provided in an embodiment of this application;
[0069] Figure 15 This is a flowchart of another virtual object control method provided in the embodiments of this application;
[0070] Figure 16 This is a schematic diagram illustrating a method of using virtual props according to an embodiment of this application;
[0071] Figure 17 This is a flowchart of another virtual object control method provided in the embodiments of this application;
[0072] Figure 18 This is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application;
[0073] Figure 19 This is a schematic diagram of another virtual object control device provided in an embodiment of this application;
[0074] Figure 20 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application;
[0075] Figure 21 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0076] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0077] It is understood that the terms "first," "second," etc., used in this application may be used to describe various concepts herein, but unless otherwise stated, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another. For example, without departing from the scope of this application, a first virtual object may be referred to as a second virtual object, and similarly, a second virtual object may be referred to as a first virtual object.
[0078] "At least one" refers to one or more virtual objects. For example, at least one virtual object can be one, two, three, or any integer number of virtual objects greater than or equal to one. "Multiple" refers to two or more virtual objects. For example, multiple virtual objects can be two, three, or any integer number of virtual objects greater than or equal to two. "Each" refers to each of the at least one virtual object. For example, each virtual object refers to each of the multiple virtual objects. If the multiple virtual objects are three virtual objects, then each virtual object refers to each of the three virtual objects.
[0079] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals (including but not limited to signals transmitted between user terminals and other devices) involved in this application have been fully authorized by the user or relevant parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, virtual objects involved in this application were obtained with full authorization.
[0080] First, a brief introduction to the terms used in the embodiments of this application:
[0081] Virtual scene: A scene provided (or displayed) by an application while it is running on a terminal. This virtual scene refers to a scene created for virtual characters to perform activities. A virtual scene can be two-dimensional, 2.5-dimensional, or three-dimensional. It can be a simulation of the real world, a semi-simulated / semi-fictional scene, or a purely fictional scene.
[0082] Virtual objects refer to the characters corresponding to movable objects in a virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc. Interactive objects can be manipulated through peripheral devices or by clicking on a touchscreen. Each virtual object has its own shape and volume within the virtual scene, occupying a portion of the scene's space. For example, when the virtual scene is three-dimensional, the virtual object is a three-dimensional model created based on animation skeletal technology. Optionally, the virtual object can be a player character controlled through operations on a terminal device, or it can be a non-player character (NPC) set up in the virtual scene interaction. In some embodiments, the interactive object can also be referred to as a player or user.
[0083] Player vs Player (PVP) mode: This mode involves interactive objects battling other interactive objects. It refers to interactive objects directly competing or cooperating with other interactive objects in the game. This mode typically includes battles between interactive objects, competitive matches, ranked matches, etc. The main purpose of PVP mode is to allow interactive objects to showcase their skills and strategies in competition with other interactive objects, gaining a sense of accomplishment and rewards.
[0084] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application. The computer system 100 includes: a first terminal 101, a server 102, and a second terminal 103. The first terminal 101 and the second terminal 103 are terminals used by users.
[0085] The first terminal 101 has a client 111 installed and running that supports a 3D virtual environment. The client 111 supporting the 3D virtual environment can be any of the following: a 3D map program, a shooting game, an adventure game, a battle game, a multiplayer online battle arena (MOBA) game, a massively multiplayer online role-playing game (MMORG), an action game (ACT), an action role-playing game (ARPG), a role-playing game (RPG), a virtual reality (VR) application, or an augmented reality (AR) program. The first terminal 101 is the terminal used by the first user. The first user uses the first terminal 101 to control a first virtual object located in the 3D virtual scene to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual objects. For example, the first virtual object is a virtual character, such as a realistic character or an anime character. For example, the first user controls the first virtual object to perform activities through user interface (UI) controls on the virtual scene screen.
[0086] The first terminal 101 is connected to the server 102 via a wireless network or a wired network.
[0087] Server 102 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 102 includes a processor 112 and a memory 122. Memory 122 includes a receiving module 1221, a control module 1222, and a sending module 1223. The receiving module 1221 is used to receive requests sent by clients; the control module 1222 is used to control the rendering of display frames, which include at least a 3D virtual scene and virtual objects within the 3D virtual scene; the sending module 1223 is used to send responses to clients, such as sending display frames to clients. Server 102 provides background services for clients supporting 3D virtual scenes. Optionally, server 102 undertakes the primary computing work, while the first terminal 101 and the second terminal 103 undertake secondary computing work; or, server 102 undertakes secondary computing work, while the first terminal 101 and the second terminal 103 undertake the primary computing work; or, server 102, the first terminal 101, and the second terminal 103 collaborate using a distributed computing architecture.
[0088] The second terminal 103 has a client 113 installed and running that supports a 3D virtual environment. The client 113 supporting the 3D virtual environment can be any of the following: a 3D map program, a shooting game, an adventure game, a fighting game, a MOBA game, an MMORPG, an action game, an action role-playing game, a role-playing game, a VR application, or an AR program. The second terminal 103 is a terminal used by a second user. The second user uses the second terminal 103 to control a second virtual object located in the 3D virtual scene to perform activities, including: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwable items, and attacking other virtual objects—at least one of these. For example, the second virtual object is a virtual character, such as a realistic character or an anime character. For example, the second user controls the second virtual object's activities through UI controls on the virtual scene screen.
[0089] Optionally, the first virtual object and the second virtual object reside in the same 3D virtual scene. Optionally, the first virtual object and the second virtual object may belong to the same team, the same organization, the same faction, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may also belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0090] Optionally, the applications installed on the first terminal 101 and the second terminal 103 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms. The first terminal 101 can refer to one of multiple terminals, and the second terminal 103 can refer to one of multiple terminals. This application only uses the first terminal 101 and the second terminal 103 as examples. The device types of the first terminal 101 and the second terminal 103 may be the same or different. The first terminal 101 and the second terminal 103 can be any electronic product that can interact with an interactive object through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, handheld portable gaming devices, PPCs (Pocket PCs), tablets, laptops, desktop computers, smart car systems, smart TVs, smart speakers, smartwatches, and in-vehicle terminals, but are not limited to these.
[0091] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0092] Based on the above Figure 1 The computer system shown in this application provides a virtual object control method. This method can be executed by a first terminal 101, a server 102, or a second terminal 102 in the computer system described above, and this application does not limit the execution of this method. This application describes the method as being executed by a computer device, which can be a terminal or a server. Figure 2 This is a flowchart of a virtual object control method provided in an embodiment of this application. See also... Figure 2 The method includes:
[0093] 201. The computer device displays the first virtual object and the second virtual object in the game interface.
[0094] The game interface is used to display the game, with the first virtual object and the second virtual object participating in the game. The game interface includes the first virtual object and the second virtual object.
[0095] In one possible implementation, the first virtual object and the second virtual object are virtual objects controlled by different accounts. For example, the first virtual object is controlled by an account logged in on the local machine, and the second virtual object is controlled by an account not logged in on the local machine. In a game, different players manipulate their respective virtual objects to participate in the game. The game behaviors that virtual objects can perform include basic attacks, releasing first-type skills, and defensive actions. In this embodiment, there is a cyclical restraint relationship between basic attacks, first-type skills, and defensive actions. This cyclical restraint relationship forms a triangular game, which will be explained in steps 202-204.
[0096] In one possible implementation, the first virtual object is a virtual object controlled by the local end, and the second virtual object is a virtual object controlled by AI (Artificial Intelligence).
[0097] In one possible implementation, the first virtual object is a virtual object controlled by the account logged in on the local device, and the game interface is used to display the virtual scene within the field of view of the first virtual object. The game interface may include a minimap, other function buttons, a virtual joystick area, and other control buttons, etc. The virtual joystick area is used to control the first virtual object to walk, run, and adjust the field of view of the first virtual object, and the multiple function buttons are used to control the first virtual object to perform corresponding behaviors, such as defensive actions, releasing the first type of skill, and normal attacks.
[0098] 202. If, while the second virtual object is performing a normal attack, the computer device displays that the second virtual object's normal attack has been interrupted, and the first virtual object releases a first-type skill against the second virtual object.
[0099] In a game, first-type skills counter normal attacks. If a second virtual object performs a normal attack while the first virtual object uses a first-type skill, the first-type skill will interrupt the second virtual object's normal attack, and the computer will display that the second virtual object's normal attack has been interrupted. If the second virtual object fails to dodge the first virtual object's first-type skill, and the first virtual object's first-type skill hits the second virtual object, the second virtual object's third attribute value will be reduced. Optionally, when the third attribute value of any virtual object drops to 0, it will be displayed that the virtual object has been defeated. For example, the third attribute value can be health points or HP, etc.
[0100] A normal attack refers to an attack that can be performed by different virtual objects. For example, multiple virtual objects of the same type may have the same normal attack, while multiple virtual objects of different types may have different types of normal attacks. Optionally, normal attacks do not require any resources and have no cooldown time. A first-type skill refers to an ability unique to a virtual object; for example, different virtual objects may have different first-type skills. Optionally, releasing a first-type skill requires specific resources. Optionally, first-type skills have a cooldown time. Optionally, after a first-type skill or normal attack hits a virtual object, it reduces the virtual object's third attribute value. Optionally, the attack power of a first-type skill is greater than that of a normal skill, and the reduction in third attribute value by releasing a first-type skill is greater than the reduction in third attribute value by a normal attack.
[0101] In one possible implementation, a normal attack is a sequence of attack actions consisting of multiple consecutive attack actions. If, while the second virtual object is executing any one of these attack actions, the first virtual object releases a first-type skill on the second virtual object, then the second virtual object is controlled to interrupt the execution of the remaining attack actions in the attack action sequence.
[0102] For example, in a series of consecutive attack actions, the value of the third attribute that each attack action can reduce is different, and the value of the third attribute that an attack action can reduce is related to its order among the multiple attack actions. For example, taking the first attack action as an example, the multiple attack actions include the first attack action, and the value of the third attribute that the first attack action can reduce is greater than the value of the third attribute that the attack actions preceding the first attack action can reduce.
[0103] 203. If the first virtual object performs a defensive action while the second virtual object is releasing a first-type skill, the computer device will display that the first virtual object has successfully defended against the first-type skill.
[0104] In a game, defensive actions counter first-type skills. If a second virtual object uses a first-type skill and the first virtual object performs a defensive action, the first virtual object successfully defends against the first-type skill. Specifically, if the first virtual object successfully defends against the first-type skill, the damage caused by the first-type skill to the first virtual object is reduced, for example, by 10% or even to zero. For example, the damage caused by the first-type skill to the first virtual object might refer to reducing the first virtual object's third attribute value, etc.
[0105] In one possible implementation, the first type of skill corresponds to a skill judgment duration, which refers to the time required from the start of releasing the first type of skill to its activation. If the time between the current point in time and the point at which the second virtual object begins releasing the first type of skill has not reached the skill judgment duration, and the first virtual object performs a defensive action, then it is displayed that the first virtual object has successfully defended against the first type of skill.
[0106] Within the skill judgment period, the second virtual object is releasing a first-type skill. During this process, the first virtual object can successfully defend against the second virtual object's release of the first-type skill by promptly executing defensive actions. For example, the skill judgment period is short, such as 1 or 2 seconds. Therefore, after the first virtual object detects that the second virtual object has begun to release the first-type skill, it needs to react quickly and perform defensive actions in a short time, increasing the challenge for players in the game.
[0107] Optionally, each type of first-type skill has its own first-type skill judgment duration. The judgment durations of different types of first-type skills can be the same or different. Different virtual objects need to go through the same skill judgment duration to release the same type of first-type skill. Optionally, each type of virtual object has its own first-type skill judgment duration. The judgment durations of different virtual objects can be the same or different. The same virtual object needs to go through the same skill judgment duration to release different types of first-type skills.
[0108] Optionally, after the second virtual object begins to release the first type of skill, the system displays the second virtual object performing a skill release action. The duration of this skill release action is equal to the skill's judgment duration, or the duration of the skill release action is greater than the skill's judgment duration. Then, during the skill judgment duration, if the first virtual object performs a defensive action while the second virtual object is executing the skill release action, the system displays that the first virtual object has successfully defended against the first type of skill.
[0109] In one possible implementation, the defensive behavior in this application embodiment can also be called blocking, or in other words, the virtual object can completely or partially eliminate the attack of the enemy virtual object through defensive operations. The defensive operations can be called defensive behavior or blocking.
[0110] 204. If the first virtual object launches a normal attack on the second virtual object while the computer device is performing defensive actions on the second virtual object, the computer device will display that the defensive actions of the second virtual object have been interrupted.
[0111] In a game, normal attacks counter defensive actions. If a first virtual object launches a normal attack while a second virtual object is performing a defensive action, the second virtual object's defensive action will be interrupted.
[0112] The method provided in this application embodiment allows virtual objects to interrupt other virtual objects' normal attacks by releasing a first-type skill during a game. They can also defend against other virtual objects' first-type skills by performing defensive actions, and interrupt other virtual objects' defensive actions by performing normal attacks. This creates a cyclical restraint relationship between first-type skills and normal attacks, normal attacks and defensive actions, and defensive actions and first-type skills. This prompts virtual objects to engage in a triangular game of normal attacks, first-type skills, and defensive actions, changing their operational strategies according to the game situation and flexibly responding through normal attacks, first-type skills, and defensive actions. This makes the player's actions more targeted, thereby promoting interaction between virtual objects and improving human-computer interaction efficiency.
[0113] In one embodiment, the attack behavior of the virtual object also includes releasing a second type of skill. If the first virtual object releases a second type of skill against the second virtual object while the second virtual object is performing a normal attack, releasing a first type of skill, or performing a defensive action, then the current behavior of the second virtual object is interrupted.
[0114] Among these, Type 1 skills and Type 2 skills are different types of skills. Type 2 skills have a higher priority than Type 1 skills. Type 1 skills are subject to the cyclical restraint relationships in the aforementioned triangular game, while Type 2 skills are not. This Type 2 skill is not restrained by the aforementioned normal attacks, Type 1 skills, and defensive actions; instead, it restrains the aforementioned normal attacks, Type 1 skills, and defensive actions.
[0115] In one possible implementation, if the first virtual object releases a second-type skill on the second virtual object, and the second virtual object is hit by the second-type skill, then it is indicated that the current behavior of the second virtual object is interrupted. That is, if the second virtual object is not hit by the second-type skill, then the current behavior of the second virtual object will not be interrupted; if the second virtual object is hit by the second-type skill, then the current behavior of the second virtual object will be interrupted.
[0116] In this embodiment of the application, the priority of skills is higher than that of normal attacks. Skills are divided into first type skills and second type skills. The priority of second type skills is higher than that of normal attacks. Both first type skills and second type skills can counter normal attacks. The counter relationship between first type skills, second type skills and defensive behavior is detailed in the following description.
[0117] The relationship between Type 1 skills and defensive actions is as follows: If the skill being used by the second virtual object is a Type 1 skill, and the first virtual object executes a defensive action, then the first virtual object has successfully defended against the Type 1 skill. In other words, defensive actions can successfully defend against Type 1 skills, and defensive actions counter Type 1 skills.
[0118] The relationship between Type II skills and defensive actions is as follows: If the skill being used by the second virtual object is a Type II skill, and the first virtual object performs a defensive action, then the Type II skill of the second virtual object will hit the first virtual object, and the first virtual object's defensive action will be interrupted. In other words, defensive actions cannot defend against Type II skills; instead, they will be interrupted by Type II skills. Type II skills counter defensive actions.
[0119] The relationship between Type 1 and Type 2 skills is as follows: If a first virtual object releases a Type 2 skill while a second virtual object is using a Type 1 skill, the second type 2 skill of the first virtual object will hit the second virtual object, and the first type 1 skill of the second virtual object will be interrupted. In other words, Type 2 skills can interrupt Type 1 skills, but Type 1 skills cannot interrupt Type 2 skills; Type 2 skills counter Type 1 skills.
[0120] In this implementation, different types of skills are assigned different priorities, with the second type of skill having a higher priority than the first type. Defensive actions can counter the first type of skill but not the second type. Players then quickly decide whether to take defensive action based on the type of skill released by the enemy virtual object, making the virtual object control method more strategic. Furthermore, it provides defensive space for the virtual object, improving the efficiency of human-computer interaction. Moreover, the fact that the second type of skill can counter the first type of skill, and that different types of skills have a counter-relationship, enhances the sense of skill hierarchy and improves the strategic depth of the game by setting clear skill priorities and interruption mechanisms.
[0121] In one possible implementation, the first type of skill refers to conventional skills, and the second type of skill refers to special skills. The number of conventional skills may include one or more, and the number of special skills may include one or more.
[0122] In one possible implementation, a first display style is used to display the skill effects of a first type of skill; a second display style is used to display the skill effects of a second type of skill, and the first and second display styles are different. Here, skill effects refer to the effects displayed when a skill is released. Optionally, the first display style refers to displaying the skill effects using a first color, and the second display style refers to displaying the skill effects using a second color. The first and second colors are different. For example, if the first color is blue, the first type of skill is also called a "blue light skill." If the second color is red, the second type of skill is also called a "red light skill."
[0123] In this implementation, the display styles of skill effects for different types of skills are different. Therefore, the display styles of skill effects can be used to distinguish which type of skill is being released by both sides, thereby enabling different countermeasures to be taken against different skills and improving the display effect of skill effects.
[0124] In one embodiment, skills include a first type of skill and a second type of skill. The first type of skill is subject to a cyclical restraint relationship in a triangular game and is restrained by defensive actions. The second type of skill is not subject to this cyclical restraint relationship and is not restrained by defensive actions. To distinguish between the first and second type of skills, a break-defense indicator is configured for the second type of skill, indicating that the skill can break through defensive actions. When any virtual object releases a skill, it is determined whether the skill has a break-defense indicator. If no break-defense indicator is configured, the skill belongs to the first type of skill, and is restrained by defensive actions, restrained by second type skills, and restrained by normal attacks. If a break-defense indicator is configured, the skill belongs to the second type of skill, and is not restrained by defensive actions; the skill can restrain defensive actions, normal attacks, and first type skills.
[0125] In one embodiment, a counter-relationship exists between normal attacks, first-type skills, and second-type skills in the aforementioned gameplay. To represent this counter-relationship, gameplay levels are assigned to normal attacks, first-type skills, and second-type skills respectively. Attacks with higher gameplay levels counter attacks with lower gameplay levels. Therefore, the gameplay level of the second-type skill is greater than that of the first-type skill, and the gameplay level of the first-type skill is greater than that of the normal attack.
[0126] Optionally, the game level includes attack level and defense level. An attack with a higher attack level can interrupt an attack with a lower defense level. For example, if the attack level of a second type of skill is greater than the defense level of a first type of skill, then the second type of skill can interrupt the first type of skill. If the attack level of a first type of skill is greater than the defense level of a normal attack, then the first type of skill can interrupt the normal attack.
[0127] Optionally, the attack level of any attack behavior is equal to the defense level of that attack behavior.
[0128] In the above embodiments, by configuring three dimensions of attributes—defense penetration indicator, attack level, and defense behavior level—for different attack behaviors in the game, the complex counter-logic between different game behaviors can be accurately quantified, improving the convenience of game configuration and helping to reduce maintenance costs.
[0129] In one embodiment, releasing a second type of skill by a virtual object requires consuming a first attribute value. In response to the release operation of the second type of skill, if the first attribute value of the first virtual object is not less than a first quantity, the first virtual object is controlled to release the second type of skill, and the first attribute value of the first virtual object is deducted by the first quantity.
[0130] In this game, virtual objects also possess a first attribute value. Optionally, this first attribute value is an energy value. Releasing a second type of skill requires consuming this first attribute value, and the first quantity is the amount of first attribute value required to release the second type of skill. In response to the release operation of the second type of skill, it is determined whether the first attribute value of the first virtual object is less than the first quantity. If it is not less than the first quantity, the second type of skill can be released by deducting the first attribute value. If it is less than the first quantity, the second type of skill cannot be released.
[0131] In one possible implementation, each first virtual object has at most the target number of first attribute values. Releasing a special skill requires consuming the target number of first attribute values; that is, releasing a special skill requires consuming all of the first virtual object's first attribute values.
[0132] In one possible implementation, in response to the start of a game, the first virtual object possesses a first attribute value equal to the initial quantity, for example, one-quarter of the target quantity. Optionally, the game consists of multiple rounds, and at the start of the first round, the first virtual object possesses a first attribute value equal to the initial quantity. For each round after the first round, the first attribute value from the previous round is inherited.
[0133] In one possible implementation, the second type of skill corresponds to a control device used to release the second type of skill.
[0134] For example, the control device is a skill release control displayed on the game interface. When the first attribute value of the first virtual object is not less than the first quantity, the skill release control is displayed in a triggerable state. When the first attribute value of the first virtual object is not less than the first quantity, the skill release control is displayed in a non-triggerable state.
[0135] For example, the control device is a physical button, such as a button on a mouse, keyboard, or game controller. The game interface displays a prompt message indicating whether the first attribute value is less than a first quantity.
[0136] In this implementation, for the second type of skill, since its priority is relatively high, releasing it requires consuming the virtual object's first attribute value. On one hand, by restricting the release conditions of the second type of skill, the game's balance can be prevented from being disrupted by frequent releases of high-priority skills, thus helping to maintain the game's combat balance. On the other hand, it encourages players to carefully choose the timing of releasing the second type of skill to improve its hit rate, thereby improving the efficiency of human-computer interaction to some extent.
[0137] In one possible implementation, the first attribute value is increased as follows: (1) if the first virtual object hits the second virtual object, the first attribute value of the first virtual object is increased by a second amount; (2) if the first virtual object is hit by the second virtual object, the first attribute value of the first virtual object is increased by a third amount.
[0138] The second and third quantities can be equal or unequal. For example, the second quantity may be greater than the third quantity.
[0139] The first virtual object hitting the second virtual object includes hitting the second virtual object through any of the following attack methods: normal attack, throw attack, counterattack attack, first type skill, or second type skill. Optionally, after hitting the second virtual object with different attack methods, the second increase in the first virtual object may be equal or unequal.
[0140] The first virtual object being hit by the second virtual object includes being hit by any of the following attack methods: normal attack, throw attack, counterattack attack, first type skill, or second type skill. Optionally, the third amount added to the first virtual object after being hit by different attack methods can be equal or unequal. Optionally, when the first virtual object is hit by the second virtual object, the third amount is deducted from the first attribute value of the second virtual object, and the third amount is added to the first attribute value of the first virtual object. That is, a portion of the first attribute value of the second virtual object is transferred to the first virtual object.
[0141] In this implementation, hitting or being hit by a virtual object increases the first attribute value. On one hand, this facilitates interaction between virtual objects, thereby accelerating the game process and improving human-computer interaction efficiency. On the other hand, being hit also increases the first attribute value, which can prevent an excessive disparity in combat power between the two sides and help maintain a reasonable balance of combat power in the game.
[0142] In one embodiment, after the first virtual object successfully defends against the first type of skill of the second virtual object in step 203 above, step 2031 or step 2032 may also be performed.
[0143] 2031. During the counterattack period after a successful defense, respond to the normal attack operation and control the first virtual object to launch a counterattack against the second virtual object.
[0144] The defensive counterattack period refers to the time between successfully defending against the first type of skill and before the first type of skill is fully released. For example, the defensive counterattack period could be the 2nd second after successfully defending against the first type of skill, or the 2nd to 3rd second after successfully defending against the first type of skill, etc.
[0145] In one possible implementation, different first-type skills have their own defensive counterattack periods, and the duration of the defensive counterattack periods for different skills can be the same or different.
[0146] For example, different skills have their own skill judgment time, which refers to the time required from the start of skill release to the skill taking effect. The duration of the defensive counterattack period for this first type of skill is negatively correlated with its skill judgment time. That is, the shorter the skill judgment time of the first type of skill, the greater the difficulty of successfully defending against it, and the longer the defensive counterattack period, providing more counterattack opportunities for the first virtual object after successful defense. Conversely, the longer the skill judgment time of the first type of skill, the easier it is to successfully interrupt it, and the shorter the defensive counterattack period, providing fewer counterattack opportunities for the first virtual object after successful defense.
[0147] Figure 3 This is a schematic diagram of a defensive behavior restraint skill provided in an embodiment of this application, such as... Figure 3 As shown in the game interface 301, the second virtual object 304 is releasing a first-type skill at the first virtual object 303. At this time, the first virtual object 303 performs a defensive action when the second virtual object 304 releases the first-type skill. As shown in the game interface 302, after the first virtual object 303 successfully defends against the first-type skill released by the second virtual object 304, it enters a defensive counterattack period. During this period, the first virtual object 303's normal attack is converted into a counterattack attack.
[0148] In this implementation, if the first virtual object successfully defends against the first type of skill released by the second virtual object, the first virtual object can launch a counterattack during the defense and counterattack period. Successfully defending against the first type of skill will bring a certain degree of combat advantage, which is conducive to encouraging players to actively participate in the game and improve the success rate of defensive skills, thereby improving the efficiency of human-computer interaction.
[0149] In one possible implementation, the counterattack is considered a first-type skill. Based on the cyclical restraint relationship of the aforementioned triangular game, the counterattack can be defended by the second virtual object, and it will not be interrupted by the first-type skill released by the second virtual object. That is, if the first virtual object successfully defends against the first-type skill released by the second virtual object, and during the counterattack period following the defense of the first-type skill, if the first virtual object launches a normal attack against the second virtual object, that normal attack is converted into a counterattack.
[0150] Since this counterattack is considered a Type 1 skill, when the first virtual object launches a counterattack, if the second virtual object defends, according to the aforementioned triangular game's cyclical restraint relationship, the second virtual object can defend against the first virtual object's counterattack. This also provides the second virtual object with a window of opportunity for defense and counterattack, allowing it to launch a counterattack itself. Thus, players can respond accordingly based on their observation and prediction of the enemy's actions. This process presents high-intensity strategic changes and frequent, intense offensive and defensive transitions, enhancing the strategic depth and user experience of the action game.
[0151] Optionally, the attack power of a counterattack is greater than that of a normal attack, and the amount of third attribute value reduced by a counterattack is greater than that reduced by a normal attack. Alternatively, the attack power of a counterattack is equal to that of a normal attack, and the amount of third attribute value reduced by a counterattack is equal to that reduced by a normal attack.
[0152] Optionally, a counterattack effect is displayed when the first virtual object launches a counterattack. No counterattack effect is displayed when the first virtual object launches a normal attack. Therefore, players can determine whether their current normal attack is a normal attack or a counterattack considered a first-type skill by checking if a counterattack effect is displayed. Normal attacks can counter defensive actions, while counterattacks are countered by defensive actions.
[0153] In this implementation, a defensive counterattack period is provided after successfully defending against the first type of skill. During this period, the first virtual object's normal attack is automatically converted into a counterattack attack. The counterattack attack is regarded as the first type of skill and is countered by the defensive behavior. Players can continue to play the game according to the current situation and the cyclical counter relationship in the triangular game, which promotes the interaction between virtual objects and thus improves the efficiency of human-computer interaction.
[0154] 2032. During the non-defense counterattack period after a successful defense, in response to a normal attack operation, control the first virtual object to perform a normal attack on the second virtual object, and display that the first type of skill released by the second virtual object is interrupted.
[0155] The non-defense counterattack period refers to the time between successfully defending against the first type of skill and before the first type of skill is fully released, excluding the defense counterattack period.
[0156] Step 2031 above illustrates an example where the first virtual object performs a normal attack during the defensive counterattack period and transforms it into a counterattack attack. However, in step 2032, if the first virtual object fails to perform a normal attack precisely during the defensive counterattack period, but instead performs it outside of that period, this normal attack will neutralize the first type of skill released by the second virtual object and push the second virtual object away, thus interrupting the second virtual object's first type of skill.
[0157] In one embodiment, the process of suppressing defensive behavior through ordinary attack in step 204 above can be replaced by steps 2041 to 2042.
[0158] 2041. If the first virtual object launches a normal attack on the second virtual object while the second virtual object is performing a defensive action, and the second virtual object is hit by the normal attack of the first virtual object, the normal attack of the first virtual object will be converted into a throw attack.
[0159] 2042. The defensive behavior of the second virtual object was interrupted by the throw attack of the first virtual object.
[0160] If the first virtual object launches a normal attack on the second virtual object while the second virtual object is defending, the normal attack is converted into a throw attack, which can interrupt the second virtual object's defensive behavior. In other words, the normal attack can overcome the defense.
[0161] In one possible implementation, the grappling attack is considered a second-type skill. Based on the cyclical restraint relationship of the aforementioned triangular game, defensive actions cannot restrain grappling attacks, but grappling attacks restrain defensive actions. Therefore, grappling attacks can interrupt defensive actions. If the second virtual object fails to dodge the grappling attack in time, and the grappling attack hits the second virtual object, the value of the second virtual object's third attribute is reduced.
[0162] In one possible implementation, the attack power of a grappling attack is greater than that of a normal attack, and the amount of third attribute value reduced by a grappling attack is greater than that reduced by a normal attack. Alternatively, the attack power of a grappling attack is equal to that of a normal attack, and the amount of third attribute value reduced by a grappling attack is equal to that reduced by a normal attack.
[0163] Figure 4 This application provides a schematic diagram of a common attack countermeasure defense behavior, as shown in the embodiments. Figure 4 As shown, the game interface includes a first virtual object 401 and a second virtual object 402. When the second virtual object 402 is performing a defensive action, if the first virtual object 401 performs a normal attack on the second virtual object 402, then the normal attack of the first virtual object 401 is automatically converted into a throw attack, and the defensive action of the second virtual object 402 will be interrupted by the throw attack.
[0164] In this implementation, if the first virtual object successfully hits the second virtual object, which is performing a defensive action, through a normal attack, the first virtual object's normal attack is automatically converted into a throw attack. On the one hand, this eliminates the need for manual player input to execute throw attacks, improving the efficiency of human-computer interaction. On the other hand, interrupting the opponent's defensive action through a throw attack provides a certain degree of advantage in the battle, encouraging players to actively participate in the game and thus improving the efficiency of human-computer interaction.
[0165] In one embodiment, the virtual object in the game also has a second attribute value, and the combat operation of the virtual object also includes at least one of the following: fast movement operation, behavior termination operation, or hit-and-run operation.
[0166] In this game, virtual objects also possess a second attribute value. Optionally, this second attribute value is stamina. The virtual object's actions, such as fast movement, action termination, or being hit and disengaging, all consume this second attribute value.
[0167] In one possible implementation, the second attribute value of the first virtual object is displayed on the game interface. Figure 5 This is a schematic diagram illustrating a second attribute value display method provided in an embodiment of this application, such as... Figure 5 As shown, the second attribute value 501 is represented by the number of grid cells, and is displayed at the bottom of the game interface.
[0168] In one possible implementation, the way to add a second attribute value includes at least one of the following:
[0169] (1) Every second preset time interval, the second attribute value of the first virtual object is increased by a seventh amount.
[0170] For example, if the second attribute value of the first virtual object has not reached its maximum value, the second attribute value of the first virtual object is increased by a seventh amount every second preset time interval. This maximum value refers to the maximum number that the second attribute value of the first virtual object can reach. For instance, if the maximum value of the second attribute is 5, the second attribute value is increased by 1 every 3 seconds until the second attribute value reaches 5.
[0171] (2) In response to the use operation of the target virtual item, the second attribute value of the first virtual object is increased by the eighth quantity, and the target virtual item is used to increase the second attribute value.
[0172] For example, the target virtual item could be something picked up by the first virtual object in the virtual scene of a game match. Alternatively, the target virtual item could be a virtual item chosen and carried by the first virtual object during the resource configuration phase before the start of the game match.
[0173] For example, the maximum value of the second attribute is the target quantity. In response to a use operation on the target virtual item, the second attribute value of the first virtual object is increased by an eighth quantity, which is not greater than the target quantity. Alternatively, in response to a use operation on the target virtual item, the second attribute value of the first virtual object is increased to the target quantity.
[0174] (3) In response to the release operation of the target skill, the second attribute value of the first virtual object is increased by the ninth amount, and the target skill is used to increase the second attribute value.
[0175] For example, the target skill could be a skill that the first virtual object selects to carry during the resource configuration phase before the start of a game match.
[0176] (4) If the first virtual object achieves a perfect dodge by performing a quick movement operation, the virtual object's second attribute value will be increased by ten. A perfect dodge means successfully avoiding an attack by performing a quick movement operation within a preset timeframe before being hit. For example, if an attack is successfully avoided by performing a quick movement operation within 0.5 seconds before being hit, the virtual object's stamina will increase by 1 unit.
[0177] In one possible implementation, if the value of the second attribute of the first virtual object is less than the target quantity, a prompt effect is displayed on the first virtual object. For example, if the second attribute value is stamina, with a maximum quantity of 5, the first virtual object has a maximum of 5 stamina bars, and recovers 1 stamina bar every second preset time interval. When the first virtual object's stamina value is less than 1 bar, a prompt effect, such as a flashing red effect, is displayed on the virtual object.
[0178] In one possible implementation, the first virtual object performs a fast move operation, a behavior termination operation, or a hit-and-run operation by consuming the second attribute value as follows.
[0179] Fast movement operation: In response to the fast movement operation of the first virtual object, if the second attribute value of the first virtual object is not less than the fourth quantity, then control the first virtual object to move quickly and deduct the fourth quantity from the second attribute value of the first virtual object. Fast movement means moving a preset distance within a first preset time period.
[0180] Optionally, the movement speed of a fast move operation is greater than that of a normal move operation. A fast move operation consumes a second attribute value, while a normal move operation does not consume a second attribute value. Alternatively, the second attribute value consumed by a fast move operation is greater than that consumed by a normal move operation.
[0181] Therefore, when the first virtual object is about to be attacked by any other virtual object's normal attack or skill, consuming the second attribute value for rapid movement can provide a chance to quickly dodge the attack and avoid being hit, thus reducing the damage received. Alternatively, when the first virtual object is about to launch a normal attack or skill attack on any other virtual object, consuming the second attribute value for rapid movement can provide a chance to quickly close the distance with the opponent, thereby increasing the attack's hit rate.
[0182] Optionally, in response to a fast movement operation of the first virtual object, if the second attribute value of the first virtual object is not less than the fourth quantity, then the first virtual object is controlled to move quickly by performing a target action, and the fourth quantity is deducted from the second attribute value of the first virtual object. For example, the target action includes a rolling action, a flashing action, etc. Figure 6 This is a schematic diagram of a rapid movement operation provided in an embodiment of this application, such as... Figure 6 As shown, the fast movement operation can be called "dodge". The first virtual object 601 can quickly roll forward by consuming the second attribute value.
[0183] In this implementation, a fast movement operation can be performed by consuming a certain amount of the second attribute value, thereby moving a preset distance quickly in a short period of time to avoid the opponent's attack. This is beneficial for virtual objects to avoid damage and improves the efficiency of human-computer interaction.
[0184] Action Termination Operation: In response to the action termination operation, if the second attribute value of the first virtual object is not less than the fifth quantity, then control the first virtual object to terminate the current attack behavior and deduct the fifth quantity from the second attribute value of the first virtual object.
[0185] The behavior termination operation refers to terminating the current attack behavior by consuming a certain secondary attribute value, such as terminating a normal attack or terminating the release of a skill. Reasons for termination include, but are not limited to, enemy evasion measures, the need for repositioning, or the execution of other tactical actions. The behavior termination operation requires the control system to respond to user input, promptly stop the current behavior animation, and allow the virtual object to execute new commands. For example, when the first virtual object is releasing a skill, executing the behavior termination operation causes the first virtual object to cancel the skill release, allowing for timely responses to new attacks or timely tactical changes.
[0186] Figure 7 This is a schematic diagram of a behavior termination operation provided in an embodiment of this application, such as... Figure 7 As shown, the behavior termination operation can be called "forced cancellation". When the first virtual object 701 releases a skill, it performs a skill release action. During the process of the first virtual object 701 performing the skill release action, in response to the behavior termination operation of the first virtual object 701, if the second attribute value of the first virtual object 701 is not less than the fifth quantity, then the first virtual object 701 is controlled to terminate the current skill release action, and the second attribute value of the first virtual object 701 is deducted by the fifth quantity.
[0187] In this implementation, the current attack behavior can be terminated by consuming a certain amount of the second attribute value, which helps players change their game strategy in a timely manner according to the situation on the field, assisting the virtual object to attack or defend in a timely manner, thereby improving the efficiency of human-computer interaction.
[0188] Hit-and-run operation: When the first virtual object is in a hit-and-run state, in response to the hit-and-run operation of the first virtual object, if the second attribute value of the first virtual object is not less than the sixth quantity, then control the first virtual object to leave the hit-and-run state, and deduct the sixth quantity from the second attribute value of the first virtual object. The hit-and-run state refers to the state of being attacked.
[0189] Being hit refers to a virtual object being continuously attacked by an enemy during interaction. Being hit is accompanied by an animation of the virtual object sustaining damage, a decrease in attribute values, or other negative effects such as slowing or stunning. Being hit and escaping are a series of actions performed by the virtual object after being attacked, designed to escape enemy pursuit or control and return to a safe or advantageous interactive position. Being hit and escaping include, but are not limited to: using dodge actions, fast movement, and using skills or items that remove control effects.
[0190] For example, when the first virtual object is in a hit state, it can be released from the hit state by performing a hit release operation, so that the virtual object can reset its game relationship with the enemy.
[0191] Figure 8 This is a schematic diagram of an impact-relief operation provided in an embodiment of this application, as shown below. Figure 8 As shown, the hit-and-escape operation can be called "escape flash". The first virtual object is in a hit-and-escape state at position 801 and cannot escape. After performing the hit-and-escape operation, the first virtual object flashes from position 801 to position 802, thus quickly escaping the enemy's attack.
[0192] In this implementation, the hit state can be removed by consuming a certain amount of the second attribute value, allowing the user to escape continuous attacks in time and reduce damage, thereby improving the efficiency of human-computer interaction.
[0193] In one possible implementation, the second attribute value is stamina, with a maximum value of 5. Performing a fast movement operation consumes 1 stamina point, performing an action termination operation consumes 2 stamina points, and performing a hit-and-run operation consumes 3 stamina points. For example, the hit-and-run operation has a cooldown period, while the fast movement and action termination operations do not.
[0194] The first and second attribute values of the aforementioned virtual object are key resources in the game. The first attribute value is used to unleash a second-type skill, and the second attribute value is used to perform at least one of the following actions: fast movement, action termination, or hit-and-run. There is also a certain game-theoretic relationship between the first and second attribute values. For example, the first virtual object consumes its first attribute value to unleash a second-type skill. If, after the skill is unleashed and the skill's effective time arrives, the second virtual object is within the skill's effective range, it will be hit by the skill, reducing its third attribute value. Since defensive actions cannot counter the second-type skill, during the period between the skill's release and its effective time, the second virtual object can consume its second attribute value to fast move, thus having a chance to escape the skill's effective range and avoid it. Figure 9As shown, the second virtual object 901 releases a second type of skill to the first virtual object 902. Before the skill takes effect, the first virtual object 902 can quickly escape the effective range of the second type of skill by making a rapid movement, thereby avoiding the attack.
[0195] Therefore, although the second type of skill is not bound by the cyclical restraint relationship in the triangular game and is at the top of the strength chain, its hit rate is related to the opponent's second attribute value. If the opponent's second attribute value is sufficient to execute a quick movement maneuver, the second type of skill is more likely to miss. If the opponent's second attribute value is insufficient to execute a quick movement maneuver, then the opponent cannot quickly escape the effective range of the second type of skill, and the second type of skill is less likely to miss. This can be understood as the second type of skill being restrained by the second attribute value to a certain extent, thus deriving a higher-level game relationship based on the aforementioned cyclical restraint relationship in the triangular game, namely, a game relationship at the resource level.
[0196] In one embodiment, the first type of skill is a regular skill, and the second type of skill is a special skill. The first attribute value is energy, the second attribute value is stamina, and the third attribute value is health.
[0197] Figure 10 This is a schematic diagram illustrating a restraint relationship provided in an embodiment of this application, such as... Figure 10 As shown, in the triangular game, normal attack 11 counters defensive action 12. After hitting defensive action 12 with normal attack 11, normal attack 11 is converted into a throw attack. Defensive action 12 counters regular skill 13. After hitting regular skill 13 with defensive action 12, a defensive counterattack period is provided, during which normal attacks can be converted into counterattack attacks. Regular skill 13 counters normal attack 11. Special skill 15 is not bound by the cyclical counter relationship in the triangular game. Special skill 15 can counter normal attack 11, defensive action 12, and regular skill 13. However, by consuming stamina to perform a quick movement operation 14, special skill 15 can be dodged. Therefore, special skill 15 is countered by stamina.
[0198] Based on the above implementation methods, such as Figure 11As shown, the triangular game involves a cyclical counter-relationship between normal attacks, regular skills, and defensive actions. In this game, consuming stamina increases the success rate of a single move, and frequent triangular game interactions allow for frequent reduction of the opponent's health. Special skills counter the actions in the triangular game (normal attacks, regular skills, and defensive actions), but are limited by stamina. With sufficient stamina, quick movement by consuming stamina can dodge special skills. Therefore, continuously suppressing the opponent's stamina increases the hit rate of special skills, resulting in a significant reduction of the enemy's health in one go. Releasing special skills consumes energy, which is restored by hitting or being hit by the opponent in the triangular game.
[0199] Therefore, in the game provided in this application embodiment, players can adopt different behavioral strategies according to the situation of the game. For example, they can continuously reduce the opponent's life value through high-frequency triangular game, or gain a game advantage in continuous offensive and defensive transitions by consuming stamina, or increase the hit rate of special skills by continuously suppressing the opponent's stamina.
[0200] Figure 12 The diagram illustrates a game interface provided in an exemplary embodiment of this application. The game interface allows for actions such as normal attacks, defensive maneuvers, skill activation, rapid movement, disengagement upon being hit, and termination of actions.
[0201] like Figure 12 As shown, the game interface provides a normal attack button 20, a defense button 21, a first skill release button 22, a second skill release button 23, a third skill release button 24, a fast movement button 25, a control button 26, a fourth skill release button 27, and a mode switch button 28.
[0202] The standard attack button 20 is used to perform a standard attack, the defense button 21 is used to perform a defense, and the quick movement button 25 is used to perform a quick movement. The mode switch button 28 is used to switch between target acquisition modes, which include free mode, smart mode, and lock-on mode.
[0203] The four skill release buttons, 22, 23, 24, and 27, are used to release different skills. Buttons 22 and 23 release regular skills, while button 24 releases a special skill. For example, the skills released by buttons 22, 23, and 24 are inherent skills of the virtual object itself. Button 27 releases a skill configured before the game starts; players can freely configure which skills to use. The skill released by button 27 can be either a regular or a special skill. Control button 26 is used to perform a hit-and-run or action termination operation. When the virtual object is under attack, clicking control button 26 controls the virtual object to break free from attack. When the virtual object is under attack, clicking control button 26 controls the virtual object to terminate its current attack.
[0204] The game interface also displays the aforementioned first, second, and third attribute values. For example, the first attribute value is energy, the second attribute value is stamina, and the third attribute value is health. Figure 12 As shown, the game interface displays the energy value of your own virtual character (29) and the energy value of the enemy virtual character (30). The energy value of your own virtual character (29) is displayed on the border of their portrait, and the energy value of the enemy virtual character (30) is displayed on the border of their portrait. Energy values 29 and 30 are displayed as energy bars. The game interface also displays the health value of your own virtual character (31) and the health value of the enemy virtual character (32), displayed as health bars. Finally, the game interface displays the stamina value of your own virtual character (33) and the stamina value of the enemy virtual character (34), displayed as squares.
[0205] exist Figure 12 In this example, the player's virtual object's health value of 33 is displayed in the lower right corner of the player's virtual object's health bar. In another implementation, such as... Figure 13 As shown, the player's virtual object's health value of 33 can also be displayed in the lower center of the game interface. The display position of the player's virtual object's health value of 33 can be customized by performing user actions.
[0206] like Figure 12 As shown, in normal matches, the game interface displays the nine function buttons mentioned above. In the practice arena, the game interface displays, in addition to the nine function buttons mentioned above, as shown... Figure 14As shown, a configuration button 35 and a reset button 36 are also displayed. The configuration button 35 is used to configure resource data in the practice area, such as the virtual objects used in practice and whether to enable the unlimited firepower function. The reset button 36 is used to reset the resource data configured in the practice area to its initial values.
[0207] In one embodiment, the virtual object uses virtual items to perform a normal attack, unleash a first-type skill, or unleash a second-type skill, such as... Figure 15 As shown, the detailed process includes the following steps.
[0208] 1501. In response to a virtual item pickup operation, control the first virtual object to pick up the virtual item.
[0209] The virtual item refers to a virtual item provided within the virtual scene of a game match. When controlling the first virtual object to move within the virtual scene, the first virtual object can be controlled to pick up virtual items within the virtual scene.
[0210] 1502. In response to the use of a virtual item, control a first virtual object to use the virtual item to perform an attack, the attack including at least one of a normal attack, releasing a first type skill or releasing a second type skill.
[0211] In this embodiment of the application, the first virtual object performs a normal attack, releases a first type of skill, or releases a second type of skill through virtual props.
[0212] In one possible implementation, step 1502 includes: in response to a use operation of a virtual prop, controlling a first virtual object to use the virtual prop to perform a target attack behavior, the target attack behavior being associated with at least one of prop type or operation type, where prop type refers to the type to which the virtual prop belongs and operation type refers to the type to which the use operation belongs.
[0213] For example, prop types include clubs, hammers, magical artifacts, bows and arrows, greatswords, and spears. For example, operation types include swinging operations, throwing operations, and shooting operations.
[0214] For example, performing different usage operations on virtual items of the same type can trigger different attack behaviors. Conversely, performing the same usage operation on virtual items of different types can trigger different attack behaviors.
[0215] For example, different usage operations correspond to different control devices, and the control device corresponding to the usage operation is used to trigger the execution of that usage operation. The control device can be a physical button or a control displayed on the game interface, etc.
[0216] For example, a virtual prop includes a stick. In response to a first use operation on the stick, a first virtual object is controlled to perform a basic attack using the stick. In response to a second use operation on the stick, the first virtual object is controlled to unleash a first-type skill using the stick. As another example, a virtual prop includes a hammer. In response to a first use operation on the hammer, a first virtual object is controlled to unleash a first-type skill using the hammer. In response to a second use operation on the hammer, the first virtual object is controlled to unleash a second-type skill using the hammer. Exemplarily, the first use operation is a swinging operation, and the second use operation is a throwing operation.
[0217] Figure 16 This is a schematic diagram illustrating a virtual item usage method provided in an embodiment of this application. The first type of skill is a regular skill, the second type of skill is a special skill, the first usage operation is a waving operation, and the second usage operation is a throwing operation. Figure 16 As shown in (1), when controlling the first virtual object to perform a throwing operation with a hammer, the first virtual object's attack behavior is to release a special skill, and the skill effect 1601 displayed at this time is red. Figure 16 As shown in (2), when controlling the first virtual object to perform a throwing operation with a stick, the first virtual object's attack behavior is to release a normal skill, and the skill effect 1602 displayed at this time is blue. Figure 16 As shown in (3), when controlling the first virtual object to perform a swinging operation with a hammer, the attack behavior of the first virtual object is to release a normal skill, and the skill effect 1603 displayed at this time is blue. Figure 16 As shown in (4) in the figure, when the first virtual object is controlled to perform a waving operation with a stick, the attack behavior of the first virtual object is a normal attack, and no skill effect is displayed at this time.
[0218] In this implementation, by performing different types of usage operations on different types of virtual props, the virtual object can be controlled to perform a normal attack, release a first type of skill, or release a second type of skill. Therefore, the same virtual prop can have different attack logic under different usage operations, and the same usage operation can also have different attack logic under different virtual props, which improves the flexibility of controlling the virtual object to use virtual props to attack.
[0219] Furthermore, picking up virtual items allows users to perform basic attacks or unleash skills, which facilitates interaction between virtual objects and virtual items.
[0220] Figure 17 This is a flowchart of another virtual object control method provided in the embodiments of this application, such as... Figure 17 As shown, the method includes the following steps:
[0221] 1701. After the interactive object (player) performs an attack operation, first determine whether the release conditions are met, such as whether the skill's cooldown time has been reached, or whether there are sufficient primary attribute values, etc.
[0222] 1702. If the release conditions are met, determine whether the attack operation is a normal attack or a skill release. If the attack operation is a normal attack, control the virtual object to perform a normal attack and determine whether the opponent is currently defending. If the opponent is not currently defending, the normal attack hits the opponent. If the opponent is currently defending, control the virtual object to convert the normal attack into a throw attack, which hits the opponent.
[0223] 1703. If the attack operation refers to releasing a skill, then control the virtual object to release the skill and determine whether the opponent is defending. If the opponent is not currently defending, the skill hits the opponent. If the opponent is currently defending, then determine whether the skill is a special skill.
[0224] 1704. If the skill is a special skill, the special skill will hit the opponent; if the skill is not a special skill but a regular skill, the regular skill will be successfully defended.
[0225] For example, the defense in this application embodiment can also be called blocking, or in other words, the virtual object can completely or partially eliminate the attack of the enemy virtual object through the defense operation. The defense operation can be called defense or blocking. Throwing attacks can be called throwing techniques, regular skills can be called "blue light skills", special skills can be called "red light skills", or special skills can also be called "ultimate skills". For example, the first attribute value consumed to release an ultimate skill can be called "Qi".
[0226] For example, a rapid movement operation can be called a "stepping step". A hit-and-run operation refers to escaping the attacked state, or in other words, a virtual object can be released from the attacked state through a hit-and-run operation. This hit-and-run operation is also known as the interactive behavior that controls a virtual object to escape the attacked state, and can also be called an "escape flash". The aforementioned behavior termination operation refers to a virtual object being able to terminate its current behavior through a behavior termination operation. This behavior termination operation is also known as the interactive behavior that controls a virtual object to terminate the attacked state, and can also be called a "forced cancellation".
[0227] Figure 18 This is a schematic diagram of the structure of a virtual object control device provided in an embodiment of this application. See also... Figure 18 The device includes:
[0228] Display module 1801 is used to display the first virtual object and the second virtual object in the game interface;
[0229] The first control module 1802 is used to display that the normal attack of the second virtual object is interrupted if the first virtual object releases a first type skill on the second virtual object while the second virtual object is performing a normal attack.
[0230] The first control module 1802 is also used to display that the first virtual object has successfully defended against the first type of skill if the first virtual object performs a defensive action when the second virtual object is releasing the first type of skill;
[0231] The first control module 1802 is also used to display that the second virtual object's defensive behavior is interrupted if the first virtual object launches a normal attack on the second virtual object while the second virtual object is performing defensive behavior.
[0232] The virtual object control device provided in this application embodiment allows virtual objects to interrupt other virtual objects' normal attacks by releasing a first-type skill during a game. It also allows virtual objects to defend against other virtual objects' first-type skills by performing defensive actions, and to interrupt other virtual objects' defensive actions by performing normal attacks. This creates a cyclical restraint relationship between first-type skills and normal attacks, where normal attacks restrain defensive actions, and defensive actions restrain first-type skills. This prompts virtual objects to engage in a triangular game of normal attacks, first-type skills, and defensive actions, changing their operational strategies according to the game situation and flexibly responding through normal attacks, first-type skills, and defensive actions. This makes the player's actions more targeted, thereby promoting interaction between virtual objects and improving human-computer interaction efficiency.
[0233] Optionally, see Figure 19 The first control module 1802 is also used for:
[0234] If the first virtual object uses a second-type skill against the second virtual object while the second virtual object is performing a normal attack, releasing a first-type skill, or performing a defensive action, then the current action of the second virtual object is interrupted.
[0235] Optionally, see Figure 19 The first control module 1802 is used for:
[0236] If the first virtual object releases a second type of skill on the second virtual object, and the second virtual object is hit by the second type of skill, then it will show that the current behavior of the second virtual object has been interrupted.
[0237] Optionally, see Figure 19 The first control module 1802 is used for:
[0238] In response to the release of the second type of skill, if the first attribute value of the first virtual object is not less than the first quantity, the first virtual object is controlled to release the second type of skill, the current behavior of the second virtual object is interrupted, and the first attribute value of the first virtual object is deducted by the first quantity.
[0239] Optionally, see Figure 19 The device also includes a second control module 1803, used for:
[0240] If the first virtual object hits the second virtual object, then the first attribute value of the first virtual object is increased by the second amount;
[0241] If the first virtual object is hit by the second virtual object, then the first attribute value of the first virtual object is increased by a third amount.
[0242] Optionally, see Figure 19 The first control module 1802 is also used for:
[0243] The skill effects of the first type of skill are displayed using the first display style;
[0244] The skill effects of the second type of skill are displayed using the second display style, which is different from the first display style.
[0245] Optionally, see Figure 19 The first control module 1802 is used for:
[0246] If the first virtual object launches a normal attack on the second virtual object while the second virtual object is performing a defensive action, the first virtual object's normal attack will be converted into a throw attack when the second virtual object is hit by the first virtual object's normal attack.
[0247] The defensive behavior of the second virtual object was interrupted by the throw attack of the first virtual object.
[0248] Optionally, see Figure 19 The first control module 1802 is also used for:
[0249] During the counterattack phase following a successful defense, in response to a normal attack, control the first virtual object to launch a counterattack against the second virtual object; or...
[0250] During the non-defense counterattack period after a successful defense, in response to a normal attack, control the first virtual object to perform a normal attack on the second virtual object, and display that the first type of skill released by the second virtual object is interrupted.
[0251] Optionally, see Figure 19 Counterattack attacks belong to the first type of skill.
[0252] Optionally, see Figure 19 The device also includes:
[0253] The prop picking module 1804 is used to control the first virtual object to pick up the virtual prop in response to the picking operation of the virtual prop;
[0254] The third control module 1805 is used to control the first virtual object to use the virtual prop to perform an attack behavior in response to the operation of using the virtual prop. The attack behavior includes at least one of normal attack, releasing a first type skill or releasing a second type skill.
[0255] Optionally, see Figure 19 The third control module 1805 is used for:
[0256] In response to the use of a virtual item, control a first virtual object to use the virtual item to perform a target attack behavior, the target attack behavior being associated with at least one of the item type or operation type, where item type refers to the type to which the virtual item belongs, and operation type refers to the type to which the use operation belongs.
[0257] Optionally, see Figure 19 The device also includes a fourth control module 1806, used for:
[0258] In response to the fast movement operation, if the second attribute value of the first virtual object is not less than the fourth quantity, then the first virtual object is controlled to move quickly, and the second attribute value of the first virtual object is reduced by the fourth quantity. Fast movement means moving a preset distance within a first preset time period.
[0259] Optionally, see Figure 19 The device also includes a fourth control module 1806, used for:
[0260] In response to the action termination operation, if the second attribute value of the first virtual object is not less than the fifth quantity, then control the first virtual object to terminate the current attack behavior and deduct the fifth quantity from the second attribute value of the first virtual object.
[0261] Optionally, see Figure 19 The device also includes a fourth control module 1806, used for:
[0262] When the first virtual object is in a hit state, in response to the hit-out operation, if the second attribute value of the first virtual object is not less than the sixth quantity, then the first virtual object is controlled to get out of the hit state, and the second attribute value of the first virtual object is reduced by the sixth quantity. The hit state refers to the state of being attacked.
[0263] Optionally, see Figure 19 The device also includes a fifth control module 1807 for performing at least one of the following:
[0264] Every second preset time interval, the second attribute value of the first virtual object is increased by a seventh amount;
[0265] In response to the use operation on the target virtual item, the second attribute value of the first virtual object is increased by an eighth quantity, and the target virtual item is used to increase the second attribute value;
[0266] In response to the release of the target skill, the second attribute value of the first virtual object is increased by the ninth amount, and the target skill is used to increase the second attribute value.
[0267] It should be noted that the virtual object control device provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual object control device and the virtual object control 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.
[0268] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the virtual object control method of the above embodiments.
[0269] Optionally, the computer device is provided as a terminal. Figure 20 A schematic diagram of the structure of a terminal 2000 provided in an exemplary embodiment of this application is shown.
[0270] Terminal 2000 includes: processor 2001 and memory 2002.
[0271] Processor 2001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2001 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 2001 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 2001 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 2001 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0272] The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 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 2002 are used to store at least one computer program, which is used by the processor 2001 to implement the virtual object control method provided in the method embodiments of this application.
[0273] In some embodiments, the terminal 2000 may also optionally include: a peripheral device interface 2003 and at least one peripheral device. The processor 2001, memory 2002, and peripheral device interface 2003 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2003 via a bus, signal line, or circuit board. Optionally, the peripheral device includes at least one of: a radio frequency circuit 2004, a display screen 2005, a camera assembly 2006, an audio circuit 2007, and a power supply 2008.
[0274] Peripheral device interface 2003 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 2001 and memory 2002. In some embodiments, processor 2001, memory 2002 and peripheral device interface 2003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 2001, memory 2002 and peripheral device interface 2003 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0275] The radio frequency (RF) circuit 2004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2004 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 2004 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 2004 can communicate with other devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2004 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0276] Display screen 2005 is used to display a UI (User Interface). This UI may include graphics, text, icons, video, and any combination thereof. When display screen 2005 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 2001 for processing. In this case, display screen 2005 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 2005, disposed on the front panel of terminal 2000; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal 2000 or in a folded design; in still other embodiments, display screen 2005 may be a flexible display screen, disposed on a curved or folded surface of terminal 2000. Furthermore, display screen 2005 may also be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 2005 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0277] The camera assembly 2006 is used to acquire images or videos. Optionally, the camera assembly 2006 includes a front-facing camera and a rear-facing camera. The front-facing camera is disposed on the front panel of the terminal 2000, and the rear-facing camera is disposed on the back of the terminal 2000. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 2006 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0278] The audio circuit 2007 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 2001 for processing, or to the radio frequency circuit 2004 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal 2000. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 2001 or the radio frequency circuit 2004 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 2007 may also include a headphone jack.
[0279] The power supply 2008 is used to power the various components in the terminal 2000. The power supply 2008 can be AC power, DC power, a disposable battery, or a rechargeable battery. When the power supply 2008 includes a rechargeable battery, the rechargeable battery can support wired or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0280] In some embodiments, the terminal 2000 further includes one or more sensors 2009. The one or more sensors 2009 include, but are not limited to: an acceleration sensor 2010, a gyroscope sensor 2011, a pressure sensor 2012, an optical sensor 2013, and a proximity sensor 2014.
[0281] Accelerometer 2010 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal 2000. For example, accelerometer 2010 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 2001 can control display screen 2005 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 2010. Accelerometer 2010 can also be used for games or for acquiring user motion data.
[0282] The gyroscope sensor 2011 can detect the orientation and rotation angle of the terminal 2000. The gyroscope sensor 2011, in conjunction with the accelerometer sensor 2010, can collect 3D motion data from the user on the terminal 2000. Based on the data collected by the gyroscope sensor 2011, the processor 2001 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0283] The pressure sensor 2012 can be installed on the side bezel of the terminal 2000 and / or on the lower layer of the display screen 2005. When the pressure sensor 2012 is installed on the side bezel of the terminal 2000, it can detect the user's grip signal on the terminal 2000, and the processor 2001 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 2012. When the pressure sensor 2012 is installed on the lower layer of the display screen 2005, the processor 2001 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 2005. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0284] An optical sensor 2013 is used to collect ambient light intensity. In one embodiment, a processor 2001 can control the display brightness of a display screen 2005 based on the ambient light intensity collected by the optical sensor 2013. Optionally, when the ambient light intensity is high, the display brightness of the display screen 2005 is increased; when the ambient light intensity is low, the display brightness of the display screen 2005 is decreased. In another embodiment, the processor 2001 can also dynamically adjust the shooting parameters of a camera assembly 2006 based on the ambient light intensity collected by the optical sensor 2013.
[0285] The proximity sensor 2014, also known as a distance sensor, is installed on the front panel of the terminal 2000. The proximity sensor 2014 is used to detect the distance between the user and the front of the terminal 2000. In one embodiment, when the proximity sensor 2014 detects that the distance between the user and the front of the terminal 2000 is gradually decreasing, the processor 2001 controls the display screen 2005 to switch from a screen-on state to a screen-off state; when the proximity sensor 2014 detects that the distance between the user and the front of the terminal 2000 is gradually increasing, the processor 2001 controls the display screen 2005 to switch from a screen-off state to a screen-on state.
[0286] Those skilled in the art will understand that Figure 20 The structure shown does not constitute a limitation on the terminal 2000, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0287] Optionally, the computer device is provided as a server. Figure 21This is a schematic diagram of a server structure provided in an embodiment of this application. The server 2100 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 2101 and one or more memories 2102. The memories 2102 store at least one computer program, which is loaded and executed by the processor 2101 to implement the methods provided in the above-described method embodiments. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.
[0288] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object control method of the above embodiments.
[0289] This application also provides a computer program product, including a computer program that is loaded and executed by a processor to perform operations as described in the virtual object control method of the above embodiments.
[0290] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0291] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.
Claims
1. A method for controlling virtual objects, characterized in that, The method includes: The first and second virtual objects are displayed in the game interface; If the first virtual object releases a first-type skill on the second virtual object while the second virtual object is performing a normal attack, then the normal attack of the second virtual object is interrupted. If the first virtual object performs a defensive action while the second virtual object is releasing the first type of skill, it will be displayed that the first virtual object has successfully defended against the first type of skill. If the first virtual object launches a normal attack on the second virtual object while the second virtual object is performing the defensive action, then the defensive action of the second virtual object is interrupted.
2. The method according to claim 1, characterized in that, The method further includes: If the first virtual object releases a second type of skill at the second virtual object while the second virtual object is performing a normal attack, releasing the first type of skill, or performing the defensive action, then it will be displayed that the current behavior of the second virtual object has been interrupted.
3. The method according to claim 2, characterized in that, The statement that if the first virtual object releases a second type of skill on the second virtual object, then the current behavior of the second virtual object is interrupted includes: If the first virtual object releases the second type of skill on the second virtual object, and the second virtual object is hit by the second type of skill, then it is displayed that the current behavior of the second virtual object is interrupted.
4. The method according to claim 2, characterized in that, The statement that if the first virtual object releases a second type of skill on the second virtual object, then the current behavior of the second virtual object is interrupted includes: In response to the release operation of the second type of skill, if the first attribute value of the first virtual object is not less than the first quantity, the first virtual object is controlled to release the second type of skill, the current behavior of the second virtual object is interrupted, and the first attribute value of the first virtual object is deducted from the first quantity.
5. The method according to claim 4, characterized in that, The method further includes: If the first virtual object hits the second virtual object, then the first attribute value of the first virtual object is increased by a second amount; If the first virtual object is hit by the second virtual object, then the first attribute value of the first virtual object is increased by a third amount.
6. The method according to claim 2, characterized in that, The method further includes: The skill effects of the first type of skill are displayed using the first display style; The skill effects of the second type of skill are displayed using a second display style, which is different from the first display style.
7. The method according to claim 1, characterized in that, If, while the second virtual object is performing the defensive action, the first virtual object launches a normal attack on the second virtual object, then the defensive action of the second virtual object is interrupted, including: If the first virtual object launches a normal attack on the second virtual object while the second virtual object is performing the defensive action, and the second virtual object is hit by the normal attack of the first virtual object, the normal attack of the first virtual object will be converted into a throwing attack. The defensive behavior of the second virtual object was interrupted by the throw attack of the first virtual object.
8. The method according to claim 1, characterized in that, The method further includes, after displaying that the first virtual object has successfully defended against the first type of skill when the second virtual object is releasing the first type of skill, the method also includes: During the counterattack period following a successful defense, in response to a normal attack, the first virtual object is controlled to launch a counterattack against the second virtual object; or... During the non-defense counterattack period after a successful defense, in response to a normal attack operation, the first virtual object is controlled to perform a normal attack on the second virtual object, and it is shown that the first type of skill released by the second virtual object is interrupted.
9. The method according to claim 8, characterized in that, The counterattack belongs to the first type of skill.
10. The method according to claim 1, characterized in that, The method further includes: In response to a virtual item pickup operation, the first virtual object is controlled to pick up the virtual item; In response to the use of the virtual prop, the first virtual object is controlled to use the virtual prop to perform an attack behavior, the attack behavior including at least one of the normal attack, releasing the first type of skill or releasing the second type of skill.
11. The method according to claim 10, characterized in that, The step of controlling the first virtual object to use the virtual item to perform attack behavior in response to the operation of using the virtual item includes: In response to the use operation of the virtual prop, the first virtual object is controlled to use the virtual prop to perform a target attack behavior, the target attack behavior being associated with at least one of prop type or operation type, wherein the prop type refers to the type to which the virtual prop belongs, and the operation type refers to the type to which the use operation belongs.
12. The method according to claim 1, characterized in that, The method further includes: In response to a fast movement operation, if the second attribute value of the first virtual object is not less than the fourth quantity, then the first virtual object is controlled to move quickly, and the second attribute value of the first virtual object is reduced by the fourth quantity. The fast movement refers to moving a preset distance within a first preset time period.
13. The method according to claim 1, characterized in that, The method further includes: In response to the behavior termination operation, if the second attribute value of the first virtual object is not less than the fifth quantity, then the first virtual object is controlled to terminate the current attack behavior, and the second attribute value of the first virtual object is deducted from the fifth quantity.
14. The method according to claim 1, characterized in that, The method further includes: When the first virtual object is in a hit state, in response to the hit-out operation, if the second attribute value of the first virtual object is not less than the sixth quantity, then the first virtual object is controlled to leave the hit state, and the second attribute value of the first virtual object is reduced by the sixth quantity. The hit state refers to the state of being attacked.
15. The method according to any one of claims 12 to 14, characterized in that, The method further includes at least one of the following: Every second preset time interval, the second attribute value of the first virtual object is increased by a seventh amount; In response to a use operation on a target virtual item, the second attribute value of the first virtual object is increased by an eighth quantity, wherein the target virtual item is used to increase the second attribute value; In response to the release operation of the target skill, the second attribute value of the first virtual object is increased by a ninth amount, wherein the target skill is used to increase the second attribute value.
16. A virtual object control device, characterized in that, The device includes: The display module is used to display the first and second virtual objects in the game interface; The first control module is configured to, when the second virtual object is performing a normal attack, if the first virtual object releases a first type of skill on the second virtual object, then display that the normal attack of the second virtual object is interrupted. The first control module is further configured to, when the second virtual object is releasing the first type of skill, if the first virtual object performs a defensive action, display that the first virtual object has successfully defended against the first type of skill; The first control module is further configured to, when the second virtual object is performing the defensive behavior, display that the defensive behavior of the second virtual object is interrupted if the first virtual object launches a normal attack on the second virtual object.
17. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one computer program, which is loaded and executed by the processor to perform the operations performed by 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 at least one computer program, which is loaded and executed by a processor to perform the operations performed by the virtual object control method as described in any one of claims 1 to 15.
19. A computer program product, comprising a computer program, characterized in that, The computer program is loaded and executed by a processor to perform the operations performed by the virtual object control method as described in any one of claims 1 to 15.