Object movement control method, apparatus, and electronic device

By setting unlockable path nodes and an automatic movement mechanism in the game scene, the contradiction between realism, convenience, and fun in vehicle games is resolved, enhancing players' motivation to explore and their gaming experience.

CN122230320APending Publication Date: 2026-06-19NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2024-12-17
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Existing vehicle games suffer from a contradiction between realism, convenience, and fun in movement control, leading to player fatigue and insufficient motivation to explore.

Method used

By setting multiple path nodes in the game scene, players can unlock and control the movement of virtual objects to form a target path. The virtual objects will automatically move along the target path when preset relationships are met. Combined with the graphical user interface and the display changes of path nodes, the player's sense of exploration and game experience are enhanced.

Benefits of technology

It increases players' enthusiasm for game exploration, simplifies the path generation process, enhances the game experience and player interactivity, and reduces control fatigue.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This invention provides an object movement control method, apparatus, and electronic device. Responding to a movement control command for a virtual object, the device controls the movement of the virtual object within a game scene; responding to a path node unlocking event in the game scene, it controls the switching of locked path nodes from a locked state to an unlocked state; responding to a path node connection event in the game scene, it controls at least some of the unlocked path nodes to connect, forming a target path in the game scene; and responding to a preset relationship between the virtual object and the target path, it controls the virtual object to automatically move along the target path. This method increases the player's enthusiasm for exploration by setting unlockable path nodes in the game scene. Simultaneously, the method automatically generates the target path based on unlocked path nodes, and the virtual object can automatically move along the target path, thereby simplifying the path generation process and improving the player's gaming experience.
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Description

Technical Field

[0001] This invention relates to the field of game interaction design technology, and in particular to an object movement control method, device and electronic device. Background Technology

[0002] In related technologies, vehicle games primarily employ two methods for vehicle movement control: The first relies entirely on the vehicle's own power for navigation. While this method grants players ample freedom of control, prolonged manual driving can lead to fatigue and prevent players from fully enjoying the scenery. The second method uses fixed teleportation points, allowing players to quickly reach their destination by clicking. However, while this saves time, it eliminates the experience of actually traveling the route. Furthermore, the static location of teleportation points prevents players from actively discovering and unlocking them, hindering their exploration and ultimately impacting the overall gaming experience. Summary of the Invention

[0003] The purpose of this invention is to provide an object movement control method, device, and electronic device to integrate more gameplay through unlockable location nodes and enhance players' gaming interest.

[0004] In a first aspect, the present invention provides an object movement control method, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a game scene, and the game scene includes multiple path nodes and virtual objects controlled by the terminal device. The method includes: responding to a movement control command for a virtual object, controlling the virtual object to move in the game scene; responding to a path node unlocking event in the game scene, controlling an unlocked path node to switch from an unlocked state to an unlocked state; responding to a path node connection event in the game scene, controlling at least a portion of the unlocked path nodes to connect to form a target path in the game scene; and responding to a preset relationship between the virtual object and the target path, controlling the virtual object to move automatically along the target path.

[0005] Secondly, the present invention provides an object movement control device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a game scene, and the game scene includes multiple path nodes and virtual objects controlled by the terminal device. The device includes: a movement control module, used to respond to movement control commands for virtual objects and control the virtual objects to move in the game scene; a node unlocking module, used to respond to path node unlocking events in the game scene and control the switching of locked path nodes from a locked state to an unlocked state; a path forming module, used to respond to path node connection events in the game scene and control at least a portion of the unlocked path nodes to connect to form a target path in the game scene; and an object movement module, used to respond to a preset relationship between the virtual object and the target path and control the virtual object to move automatically along the target path.

[0006] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, and the processor executing the machine-executable instructions to implement the above-described object movement control method.

[0007] Fourthly, the present invention provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the above-described object movement control method.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] This invention provides an object movement control method, apparatus, and electronic device. First, a graphical user interface (GUI) is provided via a terminal device. The GUI displays at least a portion of a game scene, which includes multiple path nodes and virtual objects controlled by the terminal device. Then, in response to movement control commands for the virtual objects, the device controls the virtual objects to move within the game scene. Next, in response to a path node unlocking event in the game scene, the device controls the unlocked path nodes to be switched from an locked state to an unlocked state. Then, in response to a path node connection event in the game scene, the device controls at least some of the unlocked path nodes to be connected to form a target path within the game scene. Finally, in response to a preset relationship between the virtual object and the target path, the device controls the virtual object to move automatically along the target path. This method increases the player's enthusiasm for exploration by setting unlockable path nodes in the game scene. Simultaneously, this method automatically generates target paths based on unlocked path nodes, and the virtual objects can move automatically along the target path, thus simplifying the path generation process and improving the player's gaming experience.

[0010] Other features and advantages of the invention will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of an object movement control method provided in an embodiment of the present invention;

[0014] Figure 2 This is a schematic diagram illustrating different display methods of a path node according to an embodiment of the present invention;

[0015] Figure 3 A schematic diagram showing a target path provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram illustrating the determination of a target direction provided in an embodiment of the present invention;

[0017] Figure 5 A schematic diagram showing a movement route provided in an embodiment of the present invention;

[0018] Figure 6 This is a schematic diagram of the structure of an object movement control device provided in an embodiment of the present invention;

[0019] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0021] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.

[0022] Current games suffer from a trade-off between realism, convenience, and fun in vehicle movement: either sacrificing the enjoyment of control, significantly reducing movement efficiency, or weakening players' motivation to explore. Finding a balance among these three elements to achieve vehicle movement that is highly free, interactive, and fatigue-free has become a pressing issue.

[0023] In one embodiment of this disclosure, the object movement control method can run on a local terminal device or a server. When the object movement control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of object movement control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0025] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0026] In one possible implementation, embodiments of the present invention provide an object movement control method, which provides a graphical user interface (GUI) via a terminal device. This GUI displays at least a portion of a game scene, in which multiple path nodes and virtual objects controlled by the terminal device are set, such as... Figure 1 As shown, the method includes the following specific steps:

[0027] Step S102: Respond to the movement control command for the virtual object and control the virtual object to move in the game scene.

[0028] In practical implementation, the aforementioned terminal device can be either the local terminal device mentioned above or the client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet computer, or computer. The graphical user interface displays at least part of the game scene, which includes multiple path nodes and virtual objects controlled by the terminal device. These game objects can be virtual characters, virtual cars, virtual ships, virtual tanks, or virtual aircraft, etc., as determined by the game rules.

[0029] In practical implementation, the game scene includes numerous path nodes, which are initially locked. Players can unlock these path nodes in various ways, such as completing game tasks, defeating monsters, or submitting items. Some path nodes need to be unlocked in a specific order, while others can be unlocked independently. The server configures the unlocking conditions for each path node and synchronizes them with the client, which can be the aforementioned terminal device. Specifically, these path nodes can be understood as teleportation points in the game scene, and their display location and appearance can be determined according to development requirements.

[0030] The triggering method for the aforementioned movement control commands for virtual objects can be determined according to development needs. For example, movement control commands can be triggered by manipulating movement controls in the graphical user interface, by pressing specific keys on the keyboard or game controller, or by controlling the movement of the virtual object with the mouse. Specifically, the virtual object will move freely within the game scene following the movement control commands.

[0031] Step S104: In response to the path node unlocking event in the game scene, control the switching of the locked path node from the locked state to the unlocked state.

[0032] In practical implementation, the specific events corresponding to the aforementioned path node unlocking events can be determined according to development needs. For example, the path unlocking event could be the completion of unlocking tasks corresponding to one or more path nodes, which could include, but are not limited to, monster-hunting tasks, resource-gathering tasks, etc. The path unlocking event could also include virtual objects performing specified game actions or players triggering specified controls. When a player executes a path node unlocking event, the path node corresponding to the unlocking event will switch from an unlocked state to an unlocked state. The display style of unlocked and locked path nodes differs, allowing players to accurately determine the current state of each path node in the game scene, which is beneficial for strategic game deployment.

[0033] Step S106: In response to a path node connectivity event in the game scene, control at least some of the unlocked path nodes to connect, so as to form a target path in the game scene.

[0034] In practical implementation, only path nodes that meet preset connectivity conditions can be connected. These preset connectivity conditions can be determined based on development needs. For example, they could be connections between adjacent unlocked path nodes (i.e., no locked path nodes can be separated by other unlocked path nodes), or connections between unlocked path nodes within a preset distance threshold. When a path node in the game scene is switched from locked to unlocked, it is first checked whether it meets the preset connectivity conditions. If it does, the path node is automatically connected to the corresponding unlocked path node in the game scene, and the connected curve formed by these unlocked path nodes becomes the target path. Specifically, the target path changes as the number of unlocked path nodes in the game scene increases; that is, the route corresponding to the target path changes with the unlocking of path nodes, thus increasing the game's playability.

[0035] It should be noted that the target path can be a sailing route in a nautical game, a flight route in a space game, or a movement route in a ground game, etc.

[0036] Step S108: In response to the virtual object and the target path satisfying a preset relationship, control the virtual object to move automatically along the target path.

[0037] In practical implementation, the aforementioned preset relationships can be determined according to development needs. For example, these preset relationships may include, but are not limited to, virtual objects entering the target path or virtual objects moving at the edge of the target path. Players can control the movement of virtual objects in the game scene through their terminal devices. When a player controls a virtual object to move, if the positional relationship between the virtual object and the target path satisfies the preset relationship, the virtual object will enter the target path. When a virtual object enters the target path, it will move automatically along the target path (that is, it can move on the target path without player control), and the direction in which the virtual object moves along the target path matches the direction it moved before entering the target path, or it can be a direction determined based on the path direction of the target path.

[0038] The aforementioned object movement control method increases players' enthusiasm for game exploration by setting unlockable path nodes in the game scene. At the same time, this method automatically generates target paths based on unlocked path nodes, and virtual objects can move automatically on the target paths, thereby simplifying the path generation process and helping to improve the player's gaming experience.

[0039] The following examples describe how to unlock path nodes and how to display path nodes.

[0040] Specifically, the aforementioned path node unlocking event includes completing the unlocking task corresponding to the path node. This unlocking task can be determined according to the development needs. For example, the unlocking task may include, but is not limited to, monster-hunting tasks and resource collection tasks.

[0041] Based on the above description, the specific process of controlling the switching of a locked path node to an unlocked state in response to a path node unlocking event in the game scene may include: in response to a virtual object moving to the location of a first path node in a locked state, controlling the display of an unlock prompt message for the first path node in the graphical user interface; wherein the unlock prompt message is used to indicate the target unlocking task corresponding to the first path node; and in response to the completion of the target unlocking task, controlling the switching of the first path node from a locked state to an unlocked state. Specifically, the first path node can be any path node in the game scene that is in a locked state.

[0042] In practice, the position of each path node in the game scene is pre-configured and fixed. When the player controls a virtual object to move to the location of a path node that is currently locked, an unlock prompt will be displayed in the graphical user interface (GUI). This prompt instructs the player on the target unlock task required to unlock the path node. The target unlock task for different path nodes is determined based on development needs. For example, the target unlock task could be clicking a specific control in the GUI, pressing a specific button on the keyboard or game controller, or completing a monster-fighting or resource-collecting task. When the player completes the target unlock task for that path node on the terminal device, the path node is switched from locked to unlocked.

[0043] In one specific embodiment, the unlock prompt information includes an unlock control. When the player triggers the unlock control, the target unlock task corresponding to the unlocked path node is displayed in the graphical user interface. That is, when the player controls a virtual object to move to the location of a path node in the game scene that is currently locked, an unlock control for that path node is displayed in the graphical user interface. When the player triggers the unlock control, the target unlock task corresponding to that path node is displayed in the graphical user interface. If the player completes the target unlock task for that path node on the terminal device, the path node will be switched from a locked state to an unlocked state.

[0044] In practical applications, the display appearance of path nodes in a game scene can be determined according to development needs. For example, the display appearance of a path node can be elliptical or a base shape. Furthermore, the display method of the path node will also change as the game progresses, and the change method can be determined according to development needs.

[0045] In a specific implementation, path nodes in an unlocked state are displayed in the graphical user interface in a first display mode; based on this, in response to the virtual object moving to the position of the first path node in an unlocked state, the first path node is controlled to be displayed in the graphical user interface in a second display mode.

[0046] Specifically, the first display method and the second display method are different. The specific display methods corresponding to the first and second display methods can be determined according to the development needs. For example, the first display method can be to display path nodes in a first color, and the second display method can be to display path nodes in a second color; the first display method can be to display path nodes in a first shape, and the second display method can be to display path nodes in a second shape. Path nodes in the game scene that are in an unlocked state are displayed in the graphical user interface in the first display method. When the player controls the virtual object to move to a path node in the game scene that is in an unlocked state, the display method of the path node switches from the first display method to the second display method, and an unlock prompt message for the path node will be displayed in the graphical user interface to guide the player to unlock the path node.

[0047] Furthermore, in response to the first path node switching from an unlocked state to an unlocked state, the first path node in the unlocked state is controlled to be displayed in the game scene in a third display mode; in response to the virtual object moving to the perception range corresponding to the first path node in the unlocked state, the third display mode corresponding to the first path node in the unlocked state is controlled to be switched to a fourth display mode.

[0048] In specific implementation, the third and fourth display methods mentioned above are different display methods. The specific display methods corresponding to the third and fourth display methods can be determined according to the research and development needs. For example, the third display method can display path nodes with a third color, and the fourth display method can display path nodes with a fourth color; the third display method can display path nodes with a third shape, and the fourth display method can display path nodes with a fourth shape.

[0049] In one specific embodiment, the node display size of the first path node corresponding to the fourth display mode is smaller than the node display size of the first path node corresponding to the third display mode. Since a path node, after being unlocked, may connect with other unlocked path nodes to form a target path, to avoid collisions between the virtual object and unlocked path nodes, the display size of the path node will be reduced when the virtual object enters the perception range corresponding to the unlocked path node. The perception range corresponding to the path node can be determined according to development needs; for example, the perception range can be a circular range with a preset radius centered on the path node, or a square range with a preset side length, etc.

[0050] In practice, if the player unlocks the first path node according to the unlock prompts, the first path node switches from an unlocked state to an unlocked state, and is then displayed in the game scene in a third display mode. When the player moves a virtual object to the perception range corresponding to the unlocked first path node, the third display mode corresponding to the unlocked first path node is switched to a fourth display mode.

[0051] In an optional embodiment, a collision volume is configured on the path node before the target path is formed; after the target path is formed, the collision volume is removed from the path node. Specifically, if a path node has a collision volume, the virtual object will collide with the path node when it moves to the location of the path node. After the target path is formed, removing the collision volume of the path node on the target path can prevent the virtual object from colliding with the path node on the target path when it moves automatically on the target path.

[0052] In one specific embodiment, assuming the game scene includes a sea area, then path nodes in an unlocked state are stationary on the sea surface, such as... Figure 2 The diagram shown is a schematic diagram of different display methods of a path node provided by an embodiment of the present invention. Figure 2 The first image in the diagram is a schematic of a path node in an unlocked state. The path node in the first image is displayed in the first display mode described above. When the player controls the virtual object to move to the location of the unlocked path node, the first path node will rise (this rising of the path node is equivalent to the second display mode described above) to guide the player to unlock it. Figure 2 The second image in the image shows a path node displayed in a second display mode. This path node is larger than the path node in the unlocked state, and it includes a large amount of ocean current liquid. This ocean current liquid is... Figure 2 The circular marker inside the path node in the code.

[0053] Once the path node is unlocked, ocean currents inject liquid into the sea, and the corresponding target path appears. The path node is then displayed in a third-party display mode, that is... Figure 2 The third image in the diagram corresponds to the display method of the path node. When a virtual object enters the perception range of an unlocked path node, the path node will lower and hide (this lowering and hiding is equivalent to the fourth display method mentioned above) to avoid obstructing the virtual object's navigation. Figure 2The path node corresponding to the fourth image in the game is displayed in the fourth display mode. In the actual implementation, since the path node itself has a collision volume, if the virtual object collides with it, it will affect the normal navigation experience and the interruption will be very strong (the virtual object will not collide with the path node when automatically navigating on the target path, but it may collide with it when manually navigating outside the target path). However, after the path node is lowered, its collision volume can be removed, and the feeling is that "the path node is pressed into the sea by the virtual object", making the game experience more natural.

[0054] The following examples illustrate a method for automatically generating target paths.

[0055] Specifically, the process of connecting at least some path nodes in the unlocked state to form a target path in the game scene may include: determining the path nodes to be connected based on the distance between path nodes in the unlocked state in the game scene and / or the corresponding specified direction; and connecting the path nodes to be connected to form a target path in the game scene.

[0056] In practical implementation, the path nodes to be connected can be determined solely based on the distance between unlocked path nodes in the game scene. For example, adjacent or closely spaced path nodes can be identified as the path nodes to be connected. Alternatively, the path nodes to be connected can be determined solely based on the specified direction corresponding to the unlocked path nodes. For example, an unlocked path node can be connected only to path nodes located in a specified direction. Furthermore, the path nodes to be connected can be determined based on both the distance between unlocked path nodes and their corresponding specified directions.

[0057] In an optional embodiment, the specific process of determining the path nodes to be connected based on the distance between the path nodes in the unlocked state in the game scene may include: determining the target distance between two adjacent path nodes in the unlocked state in the game scene; if the target distance is less than a preset distance threshold, the two path nodes are determined as path nodes to be connected.

[0058] In the specific implementation, each path node in the unlocked state is taken as the starting point, and the breadth-first search algorithm is used to traverse and find other nearby path nodes in the unlocked state. The distance between two path nodes is compared. If the distance is less than a preset distance threshold, the two path nodes are determined as path nodes to be connected.

[0059] In another optional embodiment, at least some path nodes in the game scene are configured with direction information, which is used to indicate the connection direction of the path nodes. Based on this, the specific process of determining the path nodes to be connected according to the specified direction corresponding to the path nodes in the unlocked state in the game scene may include: determining a second path node in the game scene that is configured with direction information and is in the unlocked state, and determining the connection direction of the second path node according to the direction information corresponding to the second path node; determining a third path node in the game scene that is in the connection direction of the second path node and is in the unlocked state, and determining the second path node and the third path node as the path nodes to be connected.

[0060] In practical implementation, the game scene may include multiple path nodes with configured direction information, which indicates which direction a path node can connect to. If an unlocked path node has an unlocked path node or an adjacent unlocked path node in its connecting direction, then these two path nodes are identified as the path nodes to be connected.

[0061] In an optional embodiment, the specific process of connecting the nodes of the path to be connected to form a target path in the game scene may include: connecting the nodes of the path to be connected to obtain a connection curve; and smoothing the connection curve to obtain the target path. Specifically, any two connected path nodes include a connection curve, and the target path can be obtained by smoothing all connection curves. The curve smoothing method can be determined according to the development needs. For example, curve smoothing can be performed using Bézier curves, exponential smoothing, or filtering smoothing.

[0062] In an optional embodiment, after the target path is formed in the game scene, the system controls the display of connection curves between the unlocked path nodes on the target path in the game scene; wherein, the connection curves are used to indicate the movement path between the unlocked path nodes; and the system controls the display of the target path on the scene map corresponding to the game scene.

[0063] like Figure 3 The image shown is a schematic diagram illustrating a target path provided in an embodiment of the present invention. Figure 3 The unlocked float in the diagram is equivalent to the path node that is in the unlocked state mentioned above, and the locked float is equivalent to the path node that is in the locked state mentioned above. Figure 3 The unlocked and locked floats are displayed differently, and connecting adjacent unlocked floats can form a target path. Figure 3 It includes two target paths, namely Figure 3 The thicker middle section includes the curved path of multiple unlocked floats.

[0064] In an optional embodiment, the curve rendering effect of the target path in the above-mentioned game scene is inversely proportional to the distance between the connecting curve and the virtual object. That is, since the target path is usually poor, the curve rendering effect of the connecting curve on the target path farther away from the virtual object is lower than that of the connecting curve on the target path closer to the virtual object, thereby reducing the amount of computation during rendering. The specific effect corresponding to the curve rendering effect can be determined according to the development needs. For example, the curve with a higher rendering effect corresponds to a thicker curve, and the visual effects such as flow rate are stronger at the location of the curve rendering effect.

[0065] In the above method, the target path connects unlocked path nodes along the shortest path or in a specified direction. The server updates the target path in real time using a pathfinding algorithm and synchronizes it with the client, which then dynamically generates the target path model and effects accordingly. Furthermore, unlocking different path nodes causes dynamic changes to the target path, thus increasing the enjoyment of exploration in the game.

[0066] The following examples describe how virtual objects move along a target path.

[0067] Specifically, the process of controlling the virtual object to move automatically along the target path in response to the virtual object and the target path satisfying a preset relationship may include: providing a target speed gain to the virtual object in response to the virtual object entering the target path; and controlling the virtual object to move automatically along the target path based on the target speed gain.

[0068] In practical implementation, when a virtual object enters the target path, it acquires a target velocity gain, enabling it to move at a constant or variable speed along the target path based on this gain. Specifically, the specific gain corresponding to the target velocity gain can be determined according to development requirements. For example, the target velocity gain can be a constant gain or a gain that varies depending on the virtual object's position on the target path. In practical applications, the virtual object's movement speed on the target path can depend solely on the target velocity gain, or it can depend on the sum of the target velocity gain and the virtual object's own speed.

[0069] Furthermore, the direction of the aforementioned target velocity gain is determined based on the virtual object's movement direction when entering the target path and the path's orientation; specifically, the direction of the target velocity gain is the virtual object's movement direction during automatic movement along the target path. The virtual object's movement direction within the target path is determined by its initial movement direction upon entering the path and the path's orientation. Typically, the target path's orientation includes two opposite directions; for example, the path's axis can be east-west, north-south, or other directions. When the target path is east-west, if the virtual object enters the path in a southeast direction, its movement direction within the target path will be eastward; if it enters the path in a southwest direction, its movement direction within the target path will be westward.

[0070] In an optional embodiment, the direction of the target velocity gain is determined by: determining the minimum angle between the movement direction of the virtual object when it enters the target path and the path direction of the target path; determining the target direction from the path direction of the target path based on the minimum angle, and determining the target direction as the direction of the target velocity gain.

[0071] In practical implementation, the path with the smallest included angle towards the target path is usually used to determine the target direction. For example... Figure 4 The above is a schematic diagram illustrating the determination of a target direction according to an embodiment of the present invention. Figure 4 The rectangles running left and right represent the target path, and the ellipses represent virtual objects. The dashed lines with arrows on the ellipses indicate the direction of movement of the virtual objects when they enter the target path. Figure 4 In this context, angle 'a' represents the minimum angle between the direction the virtual object moves when entering the target path and the direction the target path leads. Figure 4 In the first diagram, the smallest included angle is biased to the left of the target path that runs left and right. Therefore, the target direction is the direction that points to the left along the target path. Figure 4 In the second diagram, the smallest included angle is biased to the right of the target path that runs left and right. Therefore, the target direction is the direction that points to the right along the target path.

[0072] In one optional embodiment, the magnitude of the aforementioned speed gain corresponds to a constant speed; based on this, the step of controlling the virtual object to move automatically along the target path based on the target speed gain includes: controlling the virtual object to move automatically along the direction of the speed gain in the target path at a constant speed. In this method, after the virtual object enters the target path, it will always move automatically along the target path at the constant speed unless the player operates the virtual object.

[0073] In another optional embodiment, the specific process of controlling the virtual object to move automatically along the target path based on the target speed gain may include: determining the movement speed of the virtual object when it enters the target path; determining the target movement speed of the virtual object when it moves automatically along the target path based on the magnitude of the movement speed and the magnitude of the target speed gain; and controlling the virtual object to move automatically along the direction of the speed gain in the target path at the target movement speed. That is, the target movement speed can also be a speed that changes continuously with the movement of the virtual object, and the specific way of changing it can be determined according to the research and development needs.

[0074] In the actual implementation, after the virtual object enters the target path, it is first necessary to determine the movement speed of the virtual object when it enters the target path. Then, based on the speed magnitude corresponding to the movement speed and the speed magnitude corresponding to the obtained target speed gain, the target movement speed is obtained. Thus, the virtual object will move automatically in the target path along the direction of the speed gain at the target movement speed.

[0075] In an optional embodiment, the magnitude of the target speed gain obtained by the virtual object on the target path can be determined according to research and development needs. In a specific embodiment, when the virtual object moves on the target path, the magnitude of the target speed gain is determined as follows: during the movement of the virtual object on the target path, the next path node that is closest to the virtual object in the direction of movement and is about to be reached is determined from the multiple path nodes included in the target path; the magnitude of the target speed gain is determined based on the target distance between the next path node and the virtual object; wherein, the magnitude of the target speed gain is inversely proportional to the target distance.

[0076] In practical implementation, when a virtual object moves on the target path, it is necessary to determine the nearest path node in the direction of the virtual object's movement on the target path. Then, as the distance between the virtual object and the path node gradually decreases, the speed gain is gradually increased. If the distance between the virtual object and the path node is greater than a certain distance value, the target speed gain obtained by the virtual object is 0.

[0077] The following examples describe the state and control method of a virtual object moving on a target path.

[0078] In an optional embodiment, if the minimum angle between the movement direction of the virtual object when it enters the target path and the path axis of the target path is within a preset angle range, listen for any directional control commands for the virtual object; if no directional control commands for the virtual object are heard, randomly determine the direction of the target speed gain provided to the virtual object based on the path direction of the target path; if a directional control command for the virtual object is heard, determine the trigger duration of the directional control command; if the trigger duration is less than a preset duration threshold, control the direction of movement of the virtual object according to the directional control command, and determine the direction of the target speed gain provided to the virtual object from the path direction of the target path.

[0079] In practical implementation, if the minimum angle between the movement direction of the virtual object entering the target path and the axis of the target path is within a preset angle range, it is determined that the virtual object has entered the target path perpendicularly. The preset angle range can be determined according to development needs; for example, it can be 90 degrees ± 5 degrees. The preset duration threshold can also be determined according to development needs and is not specifically limited here. If the player controls the virtual object to enter the target path perpendicularly, the direction of the target speed gain provided to the virtual object is determined according to the player's directional control command. If the trigger duration corresponding to the directional control command is greater than or equal to the preset duration threshold when the virtual object enters the target path perpendicularly, the virtual object will directly traverse the target path.

[0080] In practical implementation, when a virtual object enters the target path vertically, it needs to listen for the player's directional control commands for the virtual object. If no directional control command is heard, a direction is randomly determined from the two directions corresponding to the path of the target object as the direction of the target speed gain. If a directional control command is heard, the direction of the target speed gain is determined according to the direction the directional control command requires the virtual object to move. If the trigger duration of the directional control command is greater than or equal to a preset duration threshold, the virtual object directly leaves the target path and can maintain a constant speed. For example, if the virtual object enters the target path vertically, and the player moves the joystick to the right to 60% within 2 seconds, or holds down the D button (which is equivalent to the control for moving the virtual object) for 2 seconds, the direction of the target speed gain provided to the virtual object will be to the right. If the player does not make any obvious operation within 5 seconds, the direction of the target speed gain will be randomly determined to be either to the left or right.

[0081] In an optional embodiment, in response to the virtual object automatically moving along the target path, the vertical distance between the virtual object and the central axis of the target path is determined; if the vertical distance is not a preset value, a correction speed perpendicular to the target speed gain is added to the virtual object based on the vertical distance to adjust the virtual object's movement along the central axis of the target path. The specific value corresponding to the preset value can be determined according to research and development needs; for example, the preset value can be 0 or 1.

[0082] In practical implementation, as the virtual object moves automatically along the target path, a corrective speed perpendicular to the target speed gain is added to the virtual object based on its position within the path. This fine-tunes the virtual object's movement direction, ensuring it always moves along the central axis of the target path. Since the direction perpendicular to the target speed gain includes two directions—directions pointing perpendicular to the central axis from different points—the direction of the corrective speed is typically determined by the positional relationship or perpendicular distance between the virtual object and the central axis. For example, if the virtual object is located to the right of the central axis, or if the distance between the virtual object and the central axis is greater than a preset value, then the corrective speed added to the virtual object in the direction perpendicular to the target speed gain will be from right to left, pointing towards the target speed gain.

[0083] In an optional embodiment, if the vertical distance is not a preset value, the specific process of adding a correction speed perpendicular to the target velocity gain to the virtual object based on the vertical distance includes: if the vertical distance is greater than the preset value, adding a first correction speed in a first direction perpendicular to the target velocity gain to the virtual object; wherein the first correction speed is proportional to the absolute value of the vertical distance; if the vertical distance is less than the preset value, adding a second correction speed in a second direction perpendicular to the target velocity gain to the virtual object; wherein the second correction speed is proportional to the absolute value of the vertical distance.

[0084] In practical implementation, the larger the absolute value of the vertical distance, the greater the correction speed provided to the virtual object, thus enabling it to be quickly pulled back to the central axis of the target path for movement. In one specific embodiment, the game client calculates the vertical distance between the virtual object and the central axis of the target path in real time, and based on the sign of this vertical distance, provides a correction speed to the virtual object in a direction perpendicular to the target speed gain. The magnitude of this correction speed is proportional to the absolute value of the vertical distance. For example, if the virtual object deviates from the central axis of the target path by 2 meters, a correction speed of 0.5 m / s is applied to the virtual object in a direction perpendicular to and pointing towards the target speed gain to pull it back; if it deviates by 5 meters, the correction speed increases to 0.8 m / s.

[0085] In an optional embodiment, the aforementioned correction speed is no greater than a preset speed threshold. The specific value corresponding to the preset speed threshold can be determined according to research and development needs. For example, the preset speed threshold can be 1 m / s or 5 m / s, etc. This method limits the maximum value of the correction speed, which can avoid the phenomenon of horizontal oscillation of the virtual object caused by excessive speed.

[0086] Furthermore, after the virtual object automatically moves along the target path, in response to a movement control operation on the virtual object, the system determines the first direction and range of movement required by the movement control operation. The range includes the operation duration and / or the operation distance. If the range is less than a preset range threshold, a first velocity is increased in the first direction to cause the virtual object to move in that direction along the target path without veering off course. If the range is not less than the preset range threshold, a second velocity is continuously increased in the first direction until the virtual object leaves the target path. The preset range threshold can be determined based on development needs. For example, it could be that the movement distance of the movement control is greater than 60% of the maximum movable distance, and / or that the continuous operation time of the movement control is greater than a preset duration. The movement control could be a joystick or an operation button.

[0087] In practice, the first speed is less than the second speed. When the virtual object moves automatically on the target path, slight control by the player to deflect the virtual object (including but not limited to slightly moving the left joystick or briefly pressing the A / D button) will keep the virtual object within the target path and prevent it from leaving it. Only when the player significantly controls the virtual object's deflection and maintains it for a certain period of time (including but not limited to pushing the left joystick to its limit and holding it, or holding down the A / D button) will the virtual object leave the target path.

[0088] In one specific embodiment, the game client monitors the player's movement control input in real time. When the amplitude of the movement control operation is less than a preset amplitude threshold (e.g., 30% joystick travel or 0.5 seconds of button press duration), it is considered a slight control. At this time, a first velocity proportional to the movement control input is applied to the virtual object, controlling the virtual object to deviate within the target path. When the amplitude exceeds the preset threshold and the duration exceeds a preset value (e.g., 3 seconds), the decoupling logic is activated: a second velocity in the same direction as the first movement control operation is continuously provided to the virtual object to overcome the effect of the target velocity gain, causing the virtual object to move out of the target path. For example, if the player pushes the joystick 15% to the right, or briefly presses the D button for 0.2 seconds, the virtual object will deviate to the right within the target path but will not leave the target path; if the player pushes the joystick all the way to the right and holds it for 4 seconds, or holds the D button for 5 seconds, the virtual object will gradually deviate from the target path and move to the right. It should be noted that the joystick is used to control the movement of the virtual object in the game scene, the A button is used to control the virtual object to move to the left, and the D button is used to control the virtual object to move to the right.

[0089] The following examples describe the method of automatically entering the target path and the method of predicting and prompting at ocean current bifurcation.

[0090] Specifically, in response to a virtual object being located outside the target path and the distance between the virtual object and the edge of the target path being less than a preset distance threshold, the system controls the increase of the centripetal velocity of the virtual object towards the target path, so that the virtual object enters the target path. The aforementioned preset distance threshold can be determined according to research and development needs; for example, the preset distance threshold can be 1 meter or 0.5 meters, etc.

[0091] In practice, when a virtual object moves along the edge of the target path, it will be automatically pushed towards the center of the target path and thus enter the target path. However, when a virtual object enters the target path, the larger the angle between the virtual object and the central axis of the target path, the longer the correction time will be.

[0092] Specifically, the game client monitors the distance between the virtual object and the target path boundary in real time. When the distance is less than a preset distance threshold, the virtual object is given a velocity pointing towards the center of the current. The closer the virtual object is to the target path boundary, the greater the velocity provided. Simultaneously, the directional correction time is calculated based on the angle between the virtual object and the central axis when it enters the target path: for every 10-degree increase in the angle θ, the correction time increases by 1 second, with the specific duration adjustable by the game designers. For example, a virtual object gains a centripetal velocity of 1 m / s when it is 2 meters from the edge of the target path, increasing to 1.5 m / s when it is 1 meter away. When the angle between the virtual object and the central axis of the target path is 20 degrees, it can be adjusted to be parallel to the central axis within 1 second; a 60-degree angle requires 3 seconds.

[0093] Furthermore, the aforementioned target path includes at least one fork, and each fork includes at least two branches. Based on this, when the virtual object moves along the target path, in response to the distance between the virtual object and the target fork on the target path reaching a preset distance value, a fork prompt message is displayed in the graphical user interface. The fork prompt message includes selection controls for multiple branches corresponding to the target fork. In response to a trigger operation on the target selection control, the virtual object moves towards the branch corresponding to the target selection control after reaching the target fork. This target selection control can be the selection control corresponding to any one of the multiple branch selection controls.

[0094] In practical implementation, the aforementioned preset distance value can be determined according to research and development needs. For example, the preset distance value could be 1 kilometer or 2 kilometers. At ocean current forks, this method will display a pop-up prompt with the preset distance value, allowing players to pre-select their navigation direction and ensuring that the virtual object remains in automatic navigation mode along the target path.

[0095] In practical applications, the game client marks all ocean current bifurcations on the map and draws a prompt circle with a preset radius centered on each bifurcation. When a virtual object enters the prompt circle of the target bifurcation, a bifurcation prompt message pops up, including selection controls for multiple paths corresponding to the target bifurcation. After the player clicks to select a control, the selection result is sent to the server. The server sets the virtual object's future direction at the bifurcation based on the player's selection. For example, when the virtual object is 1.2km away from the bifurcation, two options appear: "Turn Left" and "Turn Right." If the player selects "Turn Left," the virtual object will automatically turn left and enter the bifurcated ocean current upon reaching the bifurcation.

[0096] In another alternative embodiment, the virtual object remains in automatic navigation mode throughout its movement along the target path, unless actively controlled by the player. If a fork in the road appears on the interface and the player makes no choice, the virtual object will randomly select a fork in the road as it approaches the fork, or will default to moving to a certain fork.

[0097] The following examples illustrate methods for automatic delivery and intelligent routing.

[0098] Specifically, when a virtual object moves along a target path, it responds to a selection operation for a target location point in the game scene, determines the target location point as the destination, generates a movement route based on the destination, and controls the virtual object to move along the movement route to the destination.

[0099] In practical implementation, the aforementioned target location can be any point in the game scene, either on or outside the target path. Specifically, the game client establishes a topology for each target path, recording key locations such as the start point, end point, forks, and intersections, and calculating the distances between each point. When the player selects a target location, the pathfinding algorithm uses the virtual object's current position as the starting point, traverses all ocean current topologies, finds all paths leading to or near the target location, and selects the path with the shortest total distance as the optimal movement route.

[0100] In an optional embodiment, the process of generating a movement route based on the destination and controlling the virtual object to move along the route to the destination may include: if the destination is on the target path, using the virtual object's current position as the starting point, selecting the movement route with the shortest distance from the starting point to the destination on the target path; and controlling the virtual object to automatically move along the route to the destination. For example, if the virtual object is located at point A on the target path and the destination is point P on the target path, the pathfinding algorithm finds two paths, A->C->B and A->D->B. The former has a shorter distance, so it is selected as the movement route. If the destination is on the target path, the movement route is a segment of the target path, allowing the virtual object to automatically move along the route to the destination without player control.

[0101] In another alternative embodiment, in response to the destination being an unlocked target path node, control is activated to teleport the virtual object to the target path node. Specifically, the unlocked path node has a teleportation anchor function, thereby increasing the game's playability.

[0102] In another optional embodiment, if the destination is not on the target path, a target point with the shortest distance to the destination is determined from the target path; the current position of the virtual object is used as the starting point, and a first route with the shortest distance from the starting point to the target point is selected in the target path; the line connecting the target point and the destination is determined as a second route; wherein the movement route includes the first route and the second route; the virtual object is controlled to automatically move along the first route to the target point, and the virtual object is controlled to leave the target path; in response to the movement control operation of the virtual object moving from the target point to the destination, the virtual object is controlled to reach the destination.

[0103] In practical implementation, if the destination is not on the target path, the algorithm iterates through the points on the target path to calculate the perpendicular distance between the destination and the target point, selects the point with the shortest distance as the target point, and connects the target point and the destination with a straight line as the final flight path (equivalent to the second route mentioned above). For example, if a virtual object is at point A on the target path and wants to go to a point X outside the target path, the algorithm finds that X is closest to point B on the target path, so the planned route is A->B. After reaching point B, the object leaves the target path, and the player needs to manually operate the vehicle to reach X.

[0104] like Figure 5 The image shown is a schematic diagram of a movement route provided in an embodiment of the present invention. Figure 4 The boat model in the image is a virtual object, and the location of the triangle is the destination. The movement route of the virtual object to the destination includes the dark route (equivalent to the first route mentioned above) and the dashed line (equivalent to the second route mentioned above) on the target path.

[0105] The aforementioned intelligent teleportation and pathfinding make the movement of virtual objects more convenient and efficient, while enhancing the sense of immersion through immersive visual presentation.

[0106] Corresponding to the above method embodiments, this invention also provides an object movement control device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes multiple path nodes and virtual objects controlled by the terminal device; such as Figure 6 As shown, the device includes:

[0107] The movement control module 50 is used to respond to movement control commands for virtual objects and control the movement of virtual objects in the game scene.

[0108] The node unlocking module 51 is used to respond to path node unlocking events in the game scene and control the switching of locked path nodes from locked to unlocked state.

[0109] The path forming module 52 is used to respond to path node connectivity events in the game scene and control at least some of the unlocked path nodes to connect in order to form a target path in the game scene.

[0110] The object movement module 53 is used to control the virtual object to move automatically along the target path in response to the virtual object and the target path satisfying a preset relationship.

[0111] The aforementioned object movement control device increases players' enthusiasm for game exploration by setting unlockable path nodes in the game scene. At the same time, this method automatically generates target paths based on unlocked path nodes, and virtual objects can move automatically on the target paths, thereby simplifying the path generation process and helping to improve the player's gaming experience.

[0112] Specifically, the object movement module 53 is used to: provide a target speed gain to the virtual object in response to the virtual object entering the target path; and control the virtual object to move automatically along the target path based on the target speed gain.

[0113] Furthermore, the direction of the aforementioned target speed gain is determined based on the movement direction of the virtual object when it enters the target path and the path direction of the target path; wherein, the direction of the target speed gain is the movement direction of the virtual object when it moves automatically on the target path.

[0114] Furthermore, the above-mentioned device also includes a direction determination module, used to: determine the minimum angle between the movement direction of the virtual object when it enters the target path and the path direction of the target path; determine the target direction from the path direction of the target path based on the minimum angle, and determine the target direction as the direction of the target velocity gain.

[0115] Furthermore, the magnitude of the speed gain mentioned above is a constant speed; based on this, the object movement module 53 is also used to: control the virtual object to move automatically along the direction of the speed gain in the target path at a constant speed.

[0116] Furthermore, the object movement module 53 described above is used to: determine the movement speed of the virtual object when it enters the target path; determine the target movement speed of the virtual object when it moves automatically along the target path based on the speed magnitude corresponding to the movement speed and the speed magnitude corresponding to the target speed gain; and control the virtual object to move automatically along the direction of the speed gain in the target path at the target movement speed.

[0117] In an optional embodiment, the above-mentioned device further includes a gain magnitude determination module, configured to: determine the next path node that is closest to the virtual object and about to be reached in the direction of movement of the virtual object from among multiple path nodes included in the target path during the movement of the virtual object; determine the magnitude of the target speed gain based on the target distance between the next path node and the virtual object; wherein the magnitude of the target speed gain is inversely proportional to the target distance.

[0118] Furthermore, the above-mentioned device also includes a vertical entry detection module, used to: if the minimum angle between the moving direction of the virtual object when entering the target path and the path axis of the target path is within a preset angle range, listen for whether there is a direction control command for the virtual object; if no direction control command for the virtual object is listened for, randomly determine the direction of the target speed gain provided to the virtual object according to the path direction of the target path.

[0119] Furthermore, the aforementioned vertical entry detection module is also used to: if a directional control command for a virtual object is detected, determine the trigger duration of the directional control command; if the trigger duration is less than a preset duration threshold, determine the direction of the target speed gain provided to the virtual object from the path of the target path according to the direction of movement required by the directional control command; if the trigger duration of the directional control command is not less than the preset duration threshold, control the virtual object to move out of the target path according to the direction of movement required by the directional control command.

[0120] Furthermore, the above-mentioned device also includes a centering movement module, used to: determine the vertical distance between the virtual object and the central axis of the target path in response to the virtual object automatically moving along the target path; if the vertical distance is not a preset value, increase the correction speed of the virtual object in a direction perpendicular to the target speed gain according to the vertical distance, so as to adjust the virtual object to move automatically on the central axis of the target path.

[0121] Furthermore, the aforementioned centering and moving module is also used to: if the vertical distance is greater than a preset value, add a first corrective speed to the virtual object in a first direction perpendicular to the target speed gain; wherein the first corrective speed is proportional to the absolute value of the vertical distance; if the vertical distance is less than a preset value, add a second corrective speed to the virtual object in a second direction perpendicular to the target speed gain; wherein the second corrective speed is proportional to the absolute value of the vertical distance.

[0122] Furthermore, the aforementioned corrected speed is no greater than a preset speed threshold.

[0123] Furthermore, the above-mentioned device also includes a motion control module, configured to: after the virtual object moves automatically along the target path, respond to a motion control operation on the virtual object, and determine the first direction and operation range required by the motion control operation for the virtual object to move; wherein, the operation range includes the operation duration and / or the operation distance; if the operation range is less than a preset range threshold, increase the first speed of the virtual object toward the first direction, so that the virtual object moves toward the first direction on the target path, and the virtual object does not leave the target path.

[0124] Furthermore, the above-mentioned device also includes an object exit module, used to: continuously increase the second speed of the virtual object toward the first direction if the operation amplitude is not less than a preset amplitude threshold, until the virtual object exits the target path.

[0125] Furthermore, the above-mentioned device also includes an object entry module, used to: in response to the virtual object being located outside the target path and the distance between the virtual object and the edge of the target path being less than a preset distance threshold, control the virtual object to increase its centripetal speed towards the target path, so that the virtual object enters the target path.

[0126] Furthermore, the target path includes at least one fork in the road; based on this, the device further includes a fork selection module, used to: when the virtual object moves on the target path, in response to the distance between the virtual object and the target fork in the target path reaching a preset distance value, control the display of fork prompt information in the graphical user interface; wherein the fork prompt information includes selection controls for multiple forks corresponding to the target fork; in response to a trigger operation on the target selection control, control the virtual object to move towards the fork corresponding to the target selection control after reaching the target fork.

[0127] Furthermore, the aforementioned device also includes a pathfinding module, used to: respond to a selection operation for a target location point in the game scene during the movement of the virtual object on the target path, determine the target location point as the movement destination; generate a movement route based on the movement destination, and control the virtual object to move along the movement route to the movement destination.

[0128] Furthermore, the aforementioned pathfinding module is also used to: if the destination is on the target path, take the current position of the virtual object as the starting point, select the shortest route from the starting point to the destination in the target path; and control the virtual object to automatically move to the destination along the route.

[0129] Furthermore, the aforementioned pathfinding module is also used to: control the transfer of the virtual object to the target path node in response to the target path node being in an unlocked state.

[0130] Furthermore, the aforementioned pathfinding module is also used to: if the destination is not on the target path, determine the target point with the shortest distance to the destination from the target path; take the current position of the virtual object as the starting point and select the first route from the starting point to the target point in the target path; determine the line connecting the target point and the destination as the second route; wherein the movement route includes the first route and the second route; control the virtual object to automatically move along the first route to the target point, and control the virtual object to leave the target path; in response to the movement control operation of the virtual object moving from the target point to the destination, control the virtual object to reach the destination.

[0131] Furthermore, the aforementioned path node unlocking events include: completing the unlocking task corresponding to the path node.

[0132] Furthermore, the node unlocking module 51 is configured to: in response to the virtual object moving to the position of the first path node which is in an unlocked state, control the display of unlocking prompt information for the first path node in the graphical user interface; wherein the unlocking prompt information is used to indicate the target unlocking task corresponding to the first path node; and in response to the completion of the target unlocking task, control the switching of the first path node from an unlocked state to an unlocked state.

[0133] Furthermore, the aforementioned path node in the locked state is displayed in the graphical user interface in a first display mode; based on this, the device further includes a display change module, used to: in response to the virtual object moving to the position of the first path node in the locked state, control the first path node to be displayed in the graphical user interface in a second display mode; wherein the first display mode is different from the second display mode.

[0134] Furthermore, the aforementioned display change module is also used to: in response to the first path node switching from an unlocked state to an unlocked state, control the first path node in the unlocked state to be displayed in the game scene in a third display mode; in response to the virtual object moving to the perception range corresponding to the first path node in the unlocked state, control the switching of the third display mode corresponding to the first path node in the unlocked state to a fourth display mode.

[0135] In a specific implementation, the node display size of the first path node corresponding to the fourth display method is smaller than the node display size of the first path node corresponding to the third display method.

[0136] In an optional embodiment, the path node is configured with a collision volume before the path node forms the target path; after the path node forms the target path, the path node cancels the collision volume.

[0137] Furthermore, the path forming module 52 is used to: determine the path nodes to be connected based on the distance between the path nodes in the unlocked state in the game scene and / or the corresponding specified direction; and connect the path nodes to be connected to form a target path in the game scene.

[0138] Furthermore, the path forming module 52 is also used to: determine the target distance between two adjacent path nodes that are in an unlocked state in the game scene; if the target distance is less than a preset distance threshold, determine the two path nodes as path nodes to be connected.

[0139] Furthermore, at least some path nodes in the aforementioned game scene are configured with directional information, which is used to indicate the connection direction of the path nodes; based on this, the aforementioned path forming module 52 is also used to: determine a second path node in the game scene that is configured with directional information and is in an unlocked state, and determine the connection direction of the second path node according to the directional information corresponding to the second path node; determine a third path node in the game scene that is in an unlocked state in the connection direction of the second path node, and determine the second path node and the third path node as path nodes to be connected.

[0140] Furthermore, the path forming module 52 is also used to: connect the path nodes to be connected to obtain a connection curve; and smooth the connection curve to obtain the target path.

[0141] Furthermore, the aforementioned device also includes a path display module, used for: after a target path is formed in the game scene, controlling the display of connection curves between path nodes in the unlocked state on the target path in the game scene; wherein the connection curves are used to indicate the movement path between path nodes in the unlocked state; and controlling the display of the target path on the scene map corresponding to the game scene.

[0142] Furthermore, the curve representation effect of the target path in the above game scenario is inversely proportional to the distance between the connecting curve and the virtual object.

[0143] The object movement control device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0144] This invention also provides an electronic device, such as... Figure 7 As shown, the electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the above-described object movement control method.

[0145] Specifically, a graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of a game scene, which includes multiple path nodes and virtual objects controlled by the terminal device. The object movement control method includes: responding to a movement control command for a virtual object, controlling the virtual object to move within the game scene; responding to a path node unlocking event in the game scene, controlling unlocked path nodes to switch from an unlocked state to an unlocked state; responding to a path node connection event in the game scene, controlling at least some of the unlocked path nodes to connect to form a target path within the game scene; and responding to a preset relationship between the virtual object and the target path, controlling the virtual object to automatically move along the target path. This is the object movement control method described above.

[0146] The aforementioned object movement control method increases players' enthusiasm for game exploration by setting unlockable path nodes in the game scene. At the same time, this method automatically generates target paths based on unlocked path nodes, and virtual objects can move automatically on the target paths, thereby simplifying the path generation process and helping to improve the player's gaming experience.

[0147] In an optional embodiment, the step of controlling the virtual object to move automatically along the target path in response to the virtual object and the target path satisfying a preset relationship includes: providing a target speed gain to the virtual object in response to the virtual object entering the target path; and controlling the virtual object to move automatically along the target path based on the target speed gain.

[0148] In an optional embodiment, the direction of the target speed gain is determined based on the movement direction of the virtual object when it enters the target path and the path direction of the target path; wherein, the direction of the target speed gain is the movement direction of the virtual object when it moves automatically on the target path.

[0149] In an optional embodiment, the above-mentioned determination of the direction of the target speed gain based on the movement direction of the virtual object when it enters the target path and the path direction of the target path includes: determining the minimum angle between the movement direction of the virtual object when it enters the target path and the path direction of the target path; determining the target direction from the path direction of the target path based on the minimum angle, and determining the target direction as the direction of the target speed gain.

[0150] In an optional embodiment, the magnitude of the speed gain is a constant speed; the step of controlling the virtual object to move automatically along the target path based on the target speed gain includes: controlling the virtual object to move automatically along the direction of the speed gain in the target path at a constant speed.

[0151] In an optional embodiment, the step of controlling the virtual object to move automatically along the target path based on the target speed gain includes: determining the moving speed of the virtual object when it enters the target path; determining the target moving speed of the virtual object when it moves automatically along the target path based on the speed magnitude corresponding to the moving speed and the speed magnitude corresponding to the target speed gain; and controlling the virtual object to move automatically along the direction of the speed gain in the target path at the target moving speed.

[0152] In an optional embodiment, the magnitude of the target speed gain is determined as follows: during the movement of the virtual object on the target path, the next path node that is closest to the virtual object in the direction of movement and is about to be reached is determined from the multiple path nodes included in the target path; the magnitude of the target speed gain is determined based on the target distance between the next path node and the virtual object; wherein the magnitude of the target speed gain is inversely proportional to the target distance.

[0153] In an optional embodiment, the method further includes: if the minimum angle between the movement direction of the virtual object when it enters the target path and the path axis of the target path is within a preset angle range, listening for any direction control command for the virtual object; if no direction control command for the virtual object is listened for, randomly determining the direction of the target speed gain provided to the virtual object according to the path direction of the target path.

[0154] In an optional embodiment, the method further includes: if a directional control command for a virtual object is detected, determining the trigger duration of the directional control command; if the trigger duration is less than a preset duration threshold, determining the direction of the target speed gain provided to the virtual object from the path of the target path according to the direction of movement required by the directional control command.

[0155] In an optional embodiment, the method further includes: if the triggering duration of the direction control command is not less than a preset duration threshold, controlling the virtual object to move out of the target path according to the direction required by the direction control command.

[0156] In an optional embodiment, the method further includes: in response to the virtual object moving automatically along the target path, determining the vertical distance between the virtual object and the central axis of the target path; if the vertical distance is not a preset value, increasing the correction speed of the virtual object in a direction perpendicular to the target speed gain based on the vertical distance, so as to adjust the virtual object to move automatically on the central axis of the target path.

[0157] In an optional embodiment, the step of adding a correction speed perpendicular to the target velocity gain to the virtual object based on the vertical distance if the vertical distance is not a preset value includes: if the vertical distance is greater than the preset value, adding a first correction speed in a first direction perpendicular to the target velocity gain to the virtual object; wherein the first correction speed is proportional to the absolute value of the vertical distance; if the vertical distance is less than the preset value, adding a second correction speed in a second direction perpendicular to the target velocity gain to the virtual object; wherein the second correction speed is proportional to the absolute value of the vertical distance.

[0158] In an optional embodiment, the above-mentioned corrected speed is not greater than a preset speed threshold.

[0159] In an optional embodiment, after the virtual object moves automatically along the target path, the method further includes: responding to a movement control operation on the virtual object, determining a first direction and operation range for the virtual object to move as required by the movement control operation; wherein the operation range includes operation duration and / or operation distance; if the operation range is less than a preset range threshold, increasing the virtual object with a first speed in the first direction so that the virtual object moves in the first direction on the target path and the virtual object does not leave the target path.

[0160] In an optional embodiment, the method further includes: if the operation amplitude is not less than a preset amplitude threshold, continuously increasing the second speed of the virtual object in the first direction until the virtual object leaves the target path.

[0161] In an optional embodiment, the method further includes: in response to the virtual object being located outside the target path and the distance between the virtual object and the edge of the target path being less than a preset distance threshold, controlling the increase of the centripetal speed of the virtual object toward the target path, so that the virtual object enters the target path.

[0162] In an optional embodiment, the target path includes at least one fork in the road; the method further includes: when the virtual object moves on the target path, in response to the distance between the virtual object and the target fork in the target path reaching a preset distance value, controlling the display of fork prompt information in the graphical user interface; wherein the fork prompt information includes selection controls for multiple forks corresponding to the target fork; in response to a trigger operation on the target selection control, controlling the virtual object to move toward the fork corresponding to the target selection control after reaching the target fork.

[0163] In an optional embodiment, the method further includes: during the movement of the virtual object on the target path, responding to a selection operation for a target location point in the game scene, determining the target location point as the movement destination; generating a movement route based on the movement destination, and controlling the virtual object to move along the movement route to the movement destination.

[0164] In an optional embodiment, the steps of generating a movement route based on the movement destination and controlling the virtual object to move along the movement route to the movement destination include: if the movement destination is on the target path, taking the current position of the virtual object as the starting point, selecting the movement route from the starting point to the movement destination in the target path; and controlling the virtual object to automatically move along the movement route to the movement destination.

[0165] In an optional embodiment, the method further includes: in response to the mobile destination being a target path node in an unlocked state, controlling the transfer of the virtual object to the target path node.

[0166] In an optional embodiment, the steps of generating a movement route based on the movement destination and controlling the virtual object to move along the movement route to the movement destination include: if the movement destination is not on the target path, determining the target point with the shortest distance to the movement destination from the target path; taking the current position of the virtual object as the starting point, selecting a first route from the starting point to the target point in the target path; determining the line connecting the target point and the movement destination as a second route; wherein the movement route includes the first route and the second route; controlling the virtual object to automatically move along the first route to the target point, and controlling the virtual object to leave the target path; and controlling the virtual object to reach the movement destination in response to the movement control operation of the virtual object moving from the target point to the movement destination.

[0167] In an optional embodiment, the path node unlocking event includes: completing the unlocking task corresponding to the path node.

[0168] In an optional embodiment, the step of controlling the switching of an unlocked path node from a locked state to an unlocked state in response to a path node unlocking event in the game scene includes: in response to a virtual object moving to the location of a first path node in a locked state, controlling the display of an unlock prompt message for the first path node in the graphical user interface; wherein the unlock prompt message is used to indicate the target unlocking task corresponding to the first path node; and in response to the completion of the target unlocking task, controlling the switching of the first path node from a locked state to an unlocked state.

[0169] In an optional embodiment, a path node in an unlocked state is displayed in a graphical user interface in a first display mode; the method further includes: in response to a virtual object moving to the position of a first path node in an unlocked state, controlling the first path node to be displayed in a second display mode in the graphical user interface; wherein the first display mode is different from the second display mode.

[0170] In an optional embodiment, the method further includes: in response to the first path node switching from an unlocked state to an unlocked state, controlling the first path node in the unlocked state to be displayed in the game scene in a third display mode; in response to the virtual object moving to the perception range corresponding to the first path node in the unlocked state, controlling the third display mode corresponding to the first path node in the unlocked state to be switched to a fourth display mode.

[0171] In an optional embodiment, the node display size of the first path node corresponding to the fourth display mode is smaller than the node display size of the first path node corresponding to the third display mode.

[0172] In an optional embodiment, the path node is configured with a collision volume before the path node forms the target path; after the path node forms the target path, the path node cancels the collision volume.

[0173] In an optional embodiment, the step of connecting at least some path nodes in the unlocked state to form a target path in the game scene includes: determining path nodes to be connected based on the distance between path nodes in the unlocked state in the game scene and / or the corresponding specified direction; and connecting the path nodes to be connected to form a target path in the game scene.

[0174] In an optional embodiment, the step of determining the path nodes to be connected based on the distance between the path nodes in the unlocked state in the game scene includes: determining the target distance between two adjacent path nodes in the unlocked state in the game scene; if the target distance is less than a preset distance threshold, the two path nodes are determined as path nodes to be connected.

[0175] In an optional embodiment, at least some path nodes in the game scene are configured with direction information, which is used to indicate the connection direction of the path nodes. The step of determining the path nodes to be connected according to the specified direction corresponding to the path nodes in the unlocked state in the game scene includes: determining a second path node in the game scene that is configured with direction information and is in the unlocked state, and determining the connection direction of the second path node according to the direction information corresponding to the second path node; determining a third path node in the game scene that is in the connection direction of the second path node and is in the unlocked state, and determining the second path node and the third path node as the path nodes to be connected.

[0176] In an optional embodiment, the step of connecting the nodes of the path to be connected to form a target path in the game scene includes: connecting the nodes of the path to be connected to obtain a connection curve; and smoothing the connection curve to obtain the target path.

[0177] In an optional embodiment, after the target path is formed in the game scene, the method further includes: controlling the display of connection curves between path nodes in the unlocked state on the target path in the game scene; wherein the connection curves are used to indicate the movement path between path nodes in the unlocked state; and controlling the display of the target path on the scene map corresponding to the game scene.

[0178] In an optional embodiment, the curve representation effect of the target path in the above game scene is inversely proportional to the distance between the connecting curve and the virtual object.

[0179] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0180] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0181] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0182] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the above-described object movement control method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0183] Specifically, a graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of a game scene, which includes multiple path nodes and virtual objects controlled by the terminal device. The object movement control method includes: responding to a movement control command for a virtual object, controlling the virtual object to move within the game scene; responding to a path node unlocking event in the game scene, controlling unlocked path nodes to switch from an unlocked state to an unlocked state; responding to a path node connection event in the game scene, controlling at least some of the unlocked path nodes to connect to form a target path within the game scene; and responding to a preset relationship between the virtual object and the target path, controlling the virtual object to automatically move along the target path. This is the object movement control method described above.

[0184] The aforementioned object movement control method increases players' enthusiasm for game exploration by setting unlockable path nodes in the game scene. At the same time, this method automatically generates target paths based on unlocked path nodes, and virtual objects can move automatically on the target paths, thereby simplifying the path generation process and helping to improve the player's gaming experience.

[0185] In an optional embodiment, the step of controlling the virtual object to move automatically along the target path in response to the virtual object and the target path satisfying a preset relationship includes: providing a target speed gain to the virtual object in response to the virtual object entering the target path; and controlling the virtual object to move automatically along the target path based on the target speed gain.

[0186] In an optional embodiment, the direction of the target speed gain is determined based on the movement direction of the virtual object when it enters the target path and the path direction of the target path; wherein, the direction of the target speed gain is the movement direction of the virtual object when it moves automatically on the target path.

[0187] In an optional embodiment, the above-mentioned determination of the direction of the target speed gain based on the movement direction of the virtual object when it enters the target path and the path direction of the target path includes: determining the minimum angle between the movement direction of the virtual object when it enters the target path and the path direction of the target path; determining the target direction from the path direction of the target path based on the minimum angle, and determining the target direction as the direction of the target speed gain.

[0188] In an optional embodiment, the magnitude of the speed gain is a constant speed; the step of controlling the virtual object to move automatically along the target path based on the target speed gain includes: controlling the virtual object to move automatically along the direction of the speed gain in the target path at a constant speed.

[0189] In an optional embodiment, the step of controlling the virtual object to move automatically along the target path based on the target speed gain includes: determining the moving speed of the virtual object when it enters the target path; determining the target moving speed of the virtual object when it moves automatically along the target path based on the speed magnitude corresponding to the moving speed and the speed magnitude corresponding to the target speed gain; and controlling the virtual object to move automatically along the direction of the speed gain in the target path at the target moving speed.

[0190] In an optional embodiment, the magnitude of the target speed gain is determined as follows: during the movement of the virtual object on the target path, the next path node that is closest to the virtual object in the direction of movement and is about to be reached is determined from the multiple path nodes included in the target path; the magnitude of the target speed gain is determined based on the target distance between the next path node and the virtual object; wherein the magnitude of the target speed gain is inversely proportional to the target distance.

[0191] In an optional embodiment, the method further includes: if the minimum angle between the movement direction of the virtual object when it enters the target path and the path axis of the target path is within a preset angle range, listening for any direction control command for the virtual object; if no direction control command for the virtual object is listened for, randomly determining the direction of the target speed gain provided to the virtual object according to the path direction of the target path.

[0192] In an optional embodiment, the method further includes: if a directional control command for a virtual object is detected, determining the trigger duration of the directional control command; if the trigger duration is less than a preset duration threshold, determining the direction of the target speed gain provided to the virtual object from the path of the target path according to the direction of movement required by the directional control command.

[0193] In an optional embodiment, the method further includes: if the triggering duration of the direction control command is not less than a preset duration threshold, controlling the virtual object to move out of the target path according to the direction required by the direction control command.

[0194] In an optional embodiment, the method further includes: in response to the virtual object moving automatically along the target path, determining the vertical distance between the virtual object and the central axis of the target path; if the vertical distance is not a preset value, increasing the correction speed of the virtual object in a direction perpendicular to the target speed gain based on the vertical distance, so as to adjust the virtual object to move automatically on the central axis of the target path.

[0195] In an optional embodiment, the step of adding a correction speed perpendicular to the target velocity gain to the virtual object based on the vertical distance if the vertical distance is not a preset value includes: if the vertical distance is greater than the preset value, adding a first correction speed in a first direction perpendicular to the target velocity gain to the virtual object; wherein the first correction speed is proportional to the absolute value of the vertical distance; if the vertical distance is less than the preset value, adding a second correction speed in a second direction perpendicular to the target velocity gain to the virtual object; wherein the second correction speed is proportional to the absolute value of the vertical distance.

[0196] In an optional embodiment, the above-mentioned corrected speed is not greater than a preset speed threshold.

[0197] In an optional embodiment, after the virtual object moves automatically along the target path, the method further includes: responding to a movement control operation on the virtual object, determining a first direction and operation range for the virtual object to move as required by the movement control operation; wherein the operation range includes operation duration and / or operation distance; if the operation range is less than a preset range threshold, increasing the virtual object with a first speed in the first direction so that the virtual object moves in the first direction on the target path and the virtual object does not leave the target path.

[0198] In an optional embodiment, the method further includes: if the operation amplitude is not less than a preset amplitude threshold, continuously increasing the second speed of the virtual object in the first direction until the virtual object leaves the target path.

[0199] In an optional embodiment, the method further includes: in response to the virtual object being located outside the target path and the distance between the virtual object and the edge of the target path being less than a preset distance threshold, controlling the increase of the centripetal speed of the virtual object toward the target path, so that the virtual object enters the target path.

[0200] In an optional embodiment, the target path includes at least one fork in the road; the method further includes: when the virtual object moves on the target path, in response to the distance between the virtual object and the target fork in the target path reaching a preset distance value, controlling the display of fork prompt information in the graphical user interface; wherein the fork prompt information includes selection controls for multiple forks corresponding to the target fork; in response to a trigger operation on the target selection control, controlling the virtual object to move toward the fork corresponding to the target selection control after reaching the target fork.

[0201] In an optional embodiment, the method further includes: during the movement of the virtual object on the target path, responding to a selection operation for a target location point in the game scene, determining the target location point as the movement destination; generating a movement route based on the movement destination, and controlling the virtual object to move along the movement route to the movement destination.

[0202] In an optional embodiment, the steps of generating a movement route based on the movement destination and controlling the virtual object to move along the movement route to the movement destination include: if the movement destination is on the target path, taking the current position of the virtual object as the starting point, selecting the movement route from the starting point to the movement destination in the target path; and controlling the virtual object to automatically move along the movement route to the movement destination.

[0203] In an optional embodiment, the method further includes: in response to the mobile destination being a target path node in an unlocked state, controlling the transfer of the virtual object to the target path node.

[0204] In an optional embodiment, the steps of generating a movement route based on the movement destination and controlling the virtual object to move along the movement route to the movement destination include: if the movement destination is not on the target path, determining the target point with the shortest distance to the movement destination from the target path; taking the current position of the virtual object as the starting point, selecting a first route from the starting point to the target point in the target path; determining the line connecting the target point and the movement destination as a second route; wherein the movement route includes the first route and the second route; controlling the virtual object to automatically move along the first route to the target point, and controlling the virtual object to leave the target path; and controlling the virtual object to reach the movement destination in response to the movement control operation of the virtual object moving from the target point to the movement destination.

[0205] In an optional embodiment, the path node unlocking event includes: completing the unlocking task corresponding to the path node.

[0206] In an optional embodiment, the step of controlling the switching of an unlocked path node from a locked state to an unlocked state in response to a path node unlocking event in the game scene includes: in response to a virtual object moving to the location of a first path node in a locked state, controlling the display of an unlock prompt message for the first path node in the graphical user interface; wherein the unlock prompt message is used to indicate the target unlocking task corresponding to the first path node; and in response to the completion of the target unlocking task, controlling the switching of the first path node from a locked state to an unlocked state.

[0207] In an optional embodiment, a path node in an unlocked state is displayed in a graphical user interface in a first display mode; the method further includes: in response to a virtual object moving to the position of a first path node in an unlocked state, controlling the first path node to be displayed in a second display mode in the graphical user interface; wherein the first display mode is different from the second display mode.

[0208] In an optional embodiment, the method further includes: in response to the first path node switching from an unlocked state to an unlocked state, controlling the first path node in the unlocked state to be displayed in the game scene in a third display mode; in response to the virtual object moving to the perception range corresponding to the first path node in the unlocked state, controlling the third display mode corresponding to the first path node in the unlocked state to be switched to a fourth display mode.

[0209] In an optional embodiment, the node display size of the first path node corresponding to the fourth display mode is smaller than the node display size of the first path node corresponding to the third display mode.

[0210] In an optional embodiment, the path node is configured with a collision volume before the path node forms the target path; after the path node forms the target path, the path node cancels the collision volume.

[0211] In an optional embodiment, the step of connecting at least some path nodes in the unlocked state to form a target path in the game scene includes: determining path nodes to be connected based on the distance between path nodes in the unlocked state in the game scene and / or the corresponding specified direction; and connecting the path nodes to be connected to form a target path in the game scene.

[0212] In an optional embodiment, the step of determining the path nodes to be connected based on the distance between the path nodes in the unlocked state in the game scene includes: determining the target distance between two adjacent path nodes in the unlocked state in the game scene; if the target distance is less than a preset distance threshold, the two path nodes are determined as path nodes to be connected.

[0213] In an optional embodiment, at least some path nodes in the game scene are configured with direction information, which is used to indicate the connection direction of the path nodes. The step of determining the path nodes to be connected according to the specified direction corresponding to the path nodes in the unlocked state in the game scene includes: determining a second path node in the game scene that is configured with direction information and is in the unlocked state, and determining the connection direction of the second path node according to the direction information corresponding to the second path node; determining a third path node in the game scene that is in the connection direction of the second path node and is in the unlocked state, and determining the second path node and the third path node as the path nodes to be connected.

[0214] In an optional embodiment, the step of connecting the nodes of the path to be connected to form a target path in the game scene includes: connecting the nodes of the path to be connected to obtain a connection curve; and smoothing the connection curve to obtain the target path.

[0215] In an optional embodiment, after the target path is formed in the game scene, the method further includes: controlling the display of connection curves between path nodes in the unlocked state on the target path in the game scene; wherein the connection curves are used to indicate the movement path between path nodes in the unlocked state; and controlling the display of the target path on the scene map corresponding to the game scene.

[0216] In an optional embodiment, the curve representation effect of the target path in the above game scene is inversely proportional to the distance between the connecting curve and the virtual object.

[0217] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0218] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0219] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for controlling object movement, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene containing multiple path nodes and virtual objects controlled by the terminal device. In response to a movement control command for the virtual object, control the virtual object to move within the game scene; In response to a path node unlocking event in the game scene, control the switching of locked path nodes from locked to unlocked state; In response to a path node connectivity event in the game scene, control at least some of the unlocked path nodes to connect in order to form a target path in the game scene; In response to the virtual object and the target path satisfying a preset relationship, the virtual object is controlled to move automatically along the target path.

2. The method according to claim 1, characterized in that, The step of controlling the virtual object to automatically move along the target path in response to the virtual object and the target path satisfying a preset relationship includes: In response to the virtual object entering the target path, a target speed gain is provided to the virtual object; Based on the target velocity gain, the virtual object is controlled to move automatically along the target path.

3. The method according to claim 2, characterized in that, The direction of the target speed gain is determined based on the movement direction of the virtual object when it enters the target path and the path direction of the target path; wherein, the direction of the target speed gain is the movement direction of the virtual object when it moves automatically on the target path.

4. The method according to claim 3, characterized in that, Based on the movement direction of the virtual object when entering the target path and the path direction of the target path, the direction of the target velocity gain is determined, including: Determine the minimum angle between the movement direction of the virtual object when it enters the target path and the path direction of the target path; The target direction is determined from the path of the target path based on the minimum included angle, and the target direction is determined as the direction of the target velocity gain.

5. The method according to claim 2, characterized in that, The magnitude of the speed gain is a constant speed; The step of controlling the virtual object to move automatically along the target path based on the target velocity gain includes: The virtual object is controlled to move automatically along the direction of the speed gain in the target path at the constant speed.

6. The method according to claim 2, characterized in that, The step of controlling the virtual object to move automatically along the target path based on the target velocity gain includes: Determine the movement speed of the virtual object when it enters the target path; Based on the speed magnitude corresponding to the moving speed and the magnitude corresponding to the target speed gain, the target moving speed of the virtual object when it moves automatically along the target path is determined. The virtual object is controlled to move automatically along the direction of the speed gain in the target path at the target speed.

7. The method according to claim 2, characterized in that, The magnitude of the target velocity gain is determined in the following manner: As the virtual object moves along the target path, the next path node that is closest to the virtual object and about to be reached is determined from among the multiple path nodes contained in the target path in the direction of the virtual object's movement; The magnitude of the target speed gain is determined based on the target distance between the next path node and the virtual object; wherein the magnitude of the target speed gain is inversely proportional to the target distance.

8. The method according to claim 4, characterized in that, The method further includes: If the minimum angle between the movement direction of the virtual object when it enters the target path and the path axis of the target path is within a preset angle range, listen for any direction control commands for the virtual object. If no directional control command is detected for the virtual object, the direction of the target velocity gain provided to the virtual object is randomly determined based on the path of the target path.

9. The method according to claim 8, characterized in that, The method further includes: If a direction control command for the virtual object is detected, determine the trigger duration of the direction control command; If the trigger duration is less than a preset duration threshold, the direction in which the virtual object is required to move according to the direction control command is determined from the path of the target path to provide the target speed gain to the virtual object.

10. The method according to claim 9, characterized in that, The method further includes: If the triggering duration of the direction control command is not less than the preset duration threshold, the virtual object is controlled to move out of the target path according to the direction control command.

11. The method according to claim 2, characterized in that, The method further includes: In response to the virtual object moving automatically along the target path, the vertical distance between the virtual object and the central axis of the target path is determined; If the vertical distance is not a preset value, a correction speed perpendicular to the target speed gain is added to the virtual object based on the vertical distance, so as to adjust the virtual object to move automatically on the central axis of the target path.

12. The method according to claim 11, characterized in that, The step of adding a correction velocity perpendicular to the target velocity gain to the virtual object based on the vertical distance if the vertical distance is not a preset value includes: If the vertical distance is greater than the preset value, a first corrective velocity is added to the virtual object in a first direction perpendicular to the target velocity gain; wherein the first corrective velocity is proportional to the absolute value of the vertical distance; If the vertical distance is less than the preset value, a second corrective velocity is added to the virtual object in a second direction perpendicular to the target velocity gain; wherein the second corrective velocity is proportional to the absolute value of the vertical distance.

13. The method according to claim 11, characterized in that, The corrected speed is not greater than a preset speed threshold.

14. The method according to claim 1, characterized in that, After the virtual object moves automatically along the target path, the method further includes: In response to a movement control operation on the virtual object, the first direction and range of movement of the virtual object required by the movement control operation are determined; wherein the range of movement includes the operation duration and / or the operation distance. If the operation amplitude is less than a preset amplitude threshold, the virtual object is given a first speed in the first direction, so that the virtual object moves in the first direction on the target path, and the virtual object will not leave the target path.

15. The method according to claim 14, characterized in that, The method further includes: If the operation amplitude is not less than the preset amplitude threshold, the virtual object is continuously increased with a second speed in the first direction until the virtual object leaves the target path.

16. The method according to claim 1, characterized in that, The method further includes: In response to the virtual object being located outside the target path and the distance between the virtual object and the edge of the target path being less than a preset distance threshold, the system controls the increase of the centripetal speed of the virtual object toward the target path, so that the virtual object enters the target path.

17. The method according to claim 1, characterized in that, The target path includes at least one fork in the road; the method further includes: When the virtual object moves on the target path, in response to the distance between the virtual object and the target fork in the target path reaching a preset distance value, the system controls the display of fork prompt information in the graphical user interface; wherein, the fork prompt information includes selection controls for multiple forks corresponding to the target fork; In response to a trigger operation on the target selection control, the virtual object is controlled to move toward the branch road corresponding to the target selection control after reaching the target fork.

18. The method according to claim 1, characterized in that, The method further includes: During the movement of the virtual object along the target path, in response to the selection operation of the target location point in the game scene, the target location point is determined as the movement destination; A movement route is generated based on the movement destination, and the virtual object is controlled to move along the movement route to the movement destination.

19. The method according to claim 18, characterized in that, The step of generating a movement route based on the destination and controlling the virtual object to move along the movement route to the destination includes: If the destination is on the target path, the current position of the virtual object is used as the starting point, and the shortest route from the starting point to the destination is selected in the target path. Control the virtual object to automatically move along the movement route to the movement destination.

20. The method according to claim 18, characterized in that, The method further includes: In response to the mobile destination being a target path node that is in an unlocked state, the control transfers the virtual object to the target path node.

21. The method according to claim 18, characterized in that, The step of generating a movement route based on the destination and controlling the virtual object to move along the movement route to the destination includes: If the destination is not on the target path, determine the target point that is closest to the destination from the target path; Using the current position of the virtual object as the starting point, a first route that is closest to the target point is selected from the target path; the line connecting the target point and the destination is determined as a second route; wherein, the movement route includes the first route and the second route; Control the virtual object to automatically move along the first route to the target point, and control the virtual object to leave the target path; In response to a movement control operation that moves the virtual object from the target point to the destination, the virtual object is controlled to reach the destination.

22. The method according to claim 1, characterized in that, The path node unlocking event includes: completing the unlocking task corresponding to the path node.

23. The method according to claim 22, characterized in that, The step of controlling the switching of a locked path node to an unlocked state in response to a path node unlock event in the game scene includes: In response to the virtual object moving to the location of a first path node that is in an unlocked state, the system controls the display of an unlock prompt message for the first path node in the graphical user interface; wherein the unlock prompt message is used to indicate the target unlocking task corresponding to the first path node; In response to the completion of the target unlocking task, the control switches the first path node from an unlocked state to an unlocked state.

24. The method according to claim 23, characterized in that, The path nodes in the locked state are displayed in the graphical user interface in a first display mode; the method further includes: In response to the virtual object moving to the position of the first path node which is in an unlocked state, the first path node is controlled to be displayed in the graphical user interface in a second display mode; wherein the first display mode is different from the second display mode.

25. The method according to claim 24, characterized in that, The method further includes: In response to the first path node switching from an unlocked state to an unlocked state, the first path node in the unlocked state is controlled to be displayed in the game scene in a third display mode; In response to the virtual object moving to the perception range corresponding to the first path node of the unlocked state, the control switches the third display mode corresponding to the first path node of the unlocked state to the fourth display mode.

26. The method according to claim 25, characterized in that, The node display size of the first path node corresponding to the fourth display mode is smaller than the node display size of the first path node corresponding to the third display mode.

27. The method according to claim 1, characterized in that, Before the path node forms the target path, the path node is configured with a collision volume; after the path node forms the target path, the path node cancels the collision volume.

28. The method according to claim 1, characterized in that, The step of connecting at least some path nodes of the controlled unlock state to form a target path in the game scene includes: The path nodes to be connected are determined based on the distance between the unlocked path nodes in the game scene and / or the corresponding specified directions. The nodes of the path to be connected are connected to form the target path in the game scene.

29. The method according to claim 28, characterized in that, The step of determining the path nodes to be connected based on the distance between unlocked path nodes in the game scene includes: Determine the target distance between two adjacent path nodes that are in an unlocked state in the game scene; If the target distance is less than a preset distance threshold, the two path nodes are determined as the path nodes to be connected.

30. The method according to claim 28, characterized in that, At least some of the path nodes in the game scene are configured with directional information, which is used to indicate the connection direction of the path nodes. The step of determining the path nodes to be connected based on the specified direction corresponding to the unlocked path nodes in the game scene includes: Identify a second path node in the game scene that is configured with the direction information and is in an unlocked state, and determine the connection direction of the second path node based on the direction information corresponding to the second path node; Identify the third path node in the game scene that is in an unlocked state and is located in the connection direction of the second path node, and determine the second path node and the third path node as path nodes to be connected.

31. The method according to claim 28, characterized in that, The step of connecting the nodes of the path to be connected to form a target path in the game scene includes: Connect the nodes of the path to be connected to obtain the connection curve; The target path is obtained by smoothing the connection curve.

32. The method according to claim 1, characterized in that, After forming the target path in the game scene, the method further includes: Control the display of connection curves between unlocked path nodes on the target path in the game scene; wherein, the connection curves are used to indicate the movement path between unlocked path nodes; Control the display of the target path on the scene map corresponding to the game scene.

33. The method according to claim 32, characterized in that, The curve representation effect of the target path in the game scene is inversely proportional to the distance between the connecting curve and the virtual object.

34. An object movement control device, characterized in that, A graphical user interface is provided via a terminal device, wherein the graphical user interface displays at least a portion of the game scene, and the game scene includes multiple path nodes and virtual objects controlled by the terminal device; the device includes: The movement control module is used to respond to movement control commands for the virtual object and control the virtual object to move within the game scene; The node unlocking module is used to respond to path node unlocking events in the game scene and control the switching of locked path nodes from locked to unlocked states. A path forming module is used to respond to a path node connectivity event in the game scene and control at least some of the unlocked path nodes to connect in order to form a target path in the game scene. An object movement module is used to control the virtual object to move automatically along the target path in response to a preset relationship between the virtual object and the target path.

35. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the object movement control method according to any one of claims 1 to 33.

36. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the object movement control method according to any one of claims 1 to 33.