Virtual object control method and apparatus, computer program product, electronic device
By setting up first and second operation areas in the graphical user interface of FPS games, the movement, shooting, and view adjustment of virtual objects can be controlled with one hand, solving the problem of fragmented operation chain and improving the operation continuity and game operation feel in high-frequency combat scenarios.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-04-17
- Publication Date
- 2026-06-30
AI Technical Summary
In FPS games, players often struggle to create a natural and seamless flow between movement, aiming, and shooting in high-frequency combat scenarios, resulting in a broken control chain.
By setting a first operation area and a second operation area in the graphical user interface, it is possible to control the movement direction, continuous attack state and attack direction of a virtual object with one hand. Continuous operation can trigger the virtual object to enter the continuous attack state, and the attack direction can be adjusted in the continuous attack state.
The operation process is simplified to improve the smoothness of operation and the feel of game operation in high-frequency combat scenarios. By drawing on the body memory in real shooting, the attack behavior is made more rhythmic and intuitive.
Smart Images

Figure CN122298012A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a virtual object control method and apparatus, computer program products, and electronic devices. Background Technology
[0002] In existing FPS (First-person shooting game) games, players typically need to use both hands to control the left and right control areas respectively when simultaneously performing camera control, character movement, and shooting. While this partitioned interaction is mature, in high-paced combat scenarios, the control chain is broken, making it difficult for players to form a natural and coherent feedback between movement, aiming, and shooting. Summary of the Invention
[0003] This disclosure provides a virtual object control method to at least partially solve the problem of fragmented operation chains in high-frequency combat scenarios in related technologies.
[0004] According to a first aspect of this disclosure, a virtual object control method is provided, which displays a graphical user interface (GUI) on a terminal device, the GUI including a first operation area and a second operation area, the method comprising: In response to a first operation in the first operation area, control the movement direction of the virtual object; In response to a first trigger operation from the first operation area to the second operation area, the virtual object is controlled to enter a continuous attack state, wherein the first trigger operation is an operation that is consecutive to the first operation; In response to a second operation in the second operation area, the attack direction of the virtual object in the continuous attack state is controlled, wherein the second operation is an operation that is continuous with the first triggering operation.
[0005] According to a second aspect of this disclosure, a virtual object control device is provided, which displays a graphical user interface via a terminal device. The graphical user interface includes a first operation area and a second operation area. The device includes: A movement direction control module is used to respond to a first operation in the first operation area and control the movement direction of the virtual object; A continuous attack state triggering module is used to respond to a first triggering operation from the first operation area to the second operation area and control the virtual object to enter a continuous attack state, wherein the first triggering operation is an operation that is continuous with the first operation; An attack direction control module is used to respond to a second operation in the second operation area and control the attack direction of the virtual object in the continuous attack state, wherein the second operation is an operation that is continuous with the first triggering operation.
[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
[0007] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0008] This disclosure provides a virtual object control method that, in response to a first operation in a first operation area, controls the movement direction of the virtual object; in response to a first trigger operation from the first operation area to a second operation area, controls the virtual object to enter a continuous attack state, wherein the first trigger operation is a continuous operation with the first operation; and in response to a second operation in the second operation area, controls the attack direction of the virtual object in the continuous attack state, wherein the second operation is a continuous operation with the first trigger operation. On one hand, by controlling the movement direction of the virtual object through a first operation in the first operation area, and triggering the virtual object to enter a continuous attack state through a first touch operation from the first operation area to the second operation area, and then controlling the attack direction of the virtual object through operations in the second operation area after the virtual object enters the continuous attack state, this method achieves simultaneous one-handed control of movement, shooting, and perspective adjustment, simplifying the operation process and improving the continuity of operation in high-frequency combat scenarios. On the other hand, when a first trigger operation from the first operation area to the second operation area is present, triggering the virtual object to enter a continuous attack state, this method draws on the physical memory of raising a gun to respond to an enemy in real shooting, making the attack behavior more rhythmic and intuitive, and improving the feel of game operation. Attached Figure Description
[0009] Figure 1 This illustration shows a system architecture diagram of one of the exemplary embodiments. Figure 2 A flowchart illustrating a virtual object control method in this exemplary embodiment is shown. Figure 3 A schematic diagram showing the distribution of an operating area in this exemplary embodiment is provided. Figure 4 This diagram illustrates the distribution of one type of operation control in this exemplary embodiment. Figure 5 This diagram illustrates a block diagram of a virtual object control device in this exemplary embodiment; Figure 6A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation
[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0011] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0012] In existing FPS (First-person shooting game) games, players typically need to use both hands to control the left and right control areas respectively when simultaneously performing camera control, character movement, and shooting. While this partitioned interaction is mature, in high-paced combat scenarios, the control chain is broken, making it difficult for players to form a natural and coherent feedback between movement, aiming, and shooting.
[0013] In view of the above problems, an exemplary embodiment of this disclosure provides a virtual object control method.
[0014] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, corresponding game scenes, such as a first game scene, a second game scene, etc., can be displayed in the GUI. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in this exemplary embodiment can be executed by any one or more of the terminal device 110 and the server 120.
[0015] It should be understood that, in addition to terminal device 110, server 120 can also connect to other terminal devices. For example, player A uses terminal device 110 to control a first virtual character, and player B uses another terminal device to control a second virtual character. Both terminal device 110 and the other terminal device are connected to server 120. The first and second virtual characters can be virtual characters in different factions (which are usually adversaries) in the same game, thus enabling multiplayer online games. In this document, unless otherwise specified, terminal device 110 refers to the terminal device controlling the first virtual character.
[0016] In one implementation, the virtual object control method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the control and interaction methods within the game are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0017] In one implementation, the game processing method can be implemented in a standalone game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game processing method can be executed. In this case, the second virtual character can be a virtual character automatically controlled by the game program (such as a "human-computer" function in the game).
[0018] In one implementation, terminal device 110 can connect with other terminal devices without going through a server, such as via wireless LAN, Bluetooth, etc., to enable multiplayer online games.
[0019] In one implementation, reference Figure 2 As shown, the virtual object control method may include the following steps: Step S210: In response to the first operation in the first operation area, control the movement direction of the virtual object; Step S220: Respond to a first trigger operation from the first operation area to the second operation area, and control the virtual object to enter a continuous attack state, wherein the first trigger operation is an operation that is continuous with the first operation; Step S230: In response to the second operation in the second operation area, control the attack direction of the virtual object in the continuous attack state, wherein the second operation is an operation that is continuous with the first triggering operation.
[0020] In the aforementioned virtual object control method, the movement direction of the virtual object is controlled in response to a first operation in the first operation area; the virtual object is controlled to enter a continuous attack state in response to a first trigger operation from the first operation area to the second operation area, wherein the first trigger operation is an operation consecutive to the first operation; and the attack direction of the virtual object in the continuous attack state is controlled in response to a second operation in the second operation area, wherein the second operation is an operation consecutive to the first trigger operation. On one hand, by controlling the movement direction of the virtual object through a first operation in the first operation area, and triggering the virtual object to enter a continuous attack state through a first touch operation from the first operation area to the second operation area, and then controlling the attack direction of the virtual object through operations in the second operation area after the virtual object enters the continuous attack state, single-handed simultaneous control of movement, shooting, and perspective adjustment is achieved, simplifying the operation process and improving the operational continuity in high-frequency combat scenarios. On the other hand, when there is a first trigger operation from the first operation area to the second operation area, the virtual object is triggered to enter a continuous attack state, drawing on the physical memory of raising a gun to respond to an enemy in real shooting, making the attack behavior more rhythmic and intuitive, and improving the game's operational feel.
[0021] The following will provide further explanation and description of steps S210-S230.
[0022] In step S210, in response to the first operation in the first operation area, the movement direction of the virtual object is controlled.
[0023] The device can display a graphical user interface (GUI), which includes an operation area and a control area. The operation area and control area may overlap or be separate areas; this disclosure does not specifically limit this. (See reference) Figure 3 As shown, the operation area includes a first operation area 310 and a second operation area. The second operation area includes two parts: a first part 321 located above the first operation area and a second part 322 located below the first operation area. In other embodiments, the first part may also be located to the left of the first operation area and the second part may also be located to the right of the first operation area. This disclosure does not specifically limit this.
[0024] In one implementation, in response to a first operation in a first operation area, the first operation being a swipe operation, the movement direction of the virtual object in the game scene is controlled according to the direction of the first operation. For example, when the first operation is a swipe from left to right, the virtual object moves to the right.
[0025] In one embodiment, the method further includes: In response to the first operation, the control determines the movement speed of the virtual object based on the magnitude of the first operation.
[0026] Specifically, in response to a first operation in the first operation area, the movement speed of the virtual object is determined based on the magnitude of the first operation. The magnitude of the first operation can be the relative distance between the start and end points of the sliding trajectory corresponding to a sliding operation in the first operation area. When the magnitude is greater than a preset magnitude, the virtual object is determined to be running; when the magnitude is less than the preset magnitude, the virtual object is determined to be walking. The preset magnitude can be determined based on the screen height or width of the terminal device; this disclosure does not specifically limit the preset magnitude.
[0027] In step S220, in response to a first trigger operation from the first operation area to the second operation area, the virtual object is controlled to enter a continuous attack state, wherein the first trigger operation is an operation that is continuous with the first operation.
[0028] The first trigger operation can be a sliding operation, moving from the first operation area to the second operation area. This sliding operation can be either a sliding motion from the first operation area to the first portion 321 of the second operation area, or a sliding motion from the first operation area to the second portion 322 of the second operation area. This first trigger operation is continuous with the first operation. In response to this first trigger operation, the virtual object is controlled to enter a continuous attack state. This continuous attack state can be a state where the virtual object can continuously fire virtual bullets or items, or a state where it continuously performs a certain attack or operation.
[0029] In one implementation, the response to a first triggering operation from the first operating region to the second operating region, controlling the virtual object to enter a continuous attack state, includes: If the starting point of the first operation trajectory corresponding to the first triggering operation is located in the first operation area and the ending point is located in the second operation area, and the operation parameters of the first triggering operation meet the first parameter threshold, it is determined that the virtual object has entered a continuous attack state.
[0030] Specifically, the starting point of the first operation trajectory corresponding to the first trigger operation is located in the first operation area, and the ending point is located in the first part 321 or the second part 322 of the second operation area. Furthermore, the operation parameters of the first trigger operation satisfy a first parameter threshold. Under conditions where there is no automatic firing, the virtual object is determined to enter a continuous attack state. The operation parameters can be the operation speed of the first trigger operation, and the first parameter threshold can be a preset speed. The operation speed of the first trigger operation can be the speed at which the touch point moves within the operation area. This operation speed can be determined by instantaneous speed or average speed; no specific limitation is made in this disclosure. The preset speed is not specifically limited in this disclosure; those skilled in the art can determine it as needed.
[0031] For example, when the first triggering operation is a sliding operation from the first operation area to the first part 321 of the second operation area and the operation speed meets the preset speed, the virtual object enters a continuous attack state of raising its gun and firing. Here, raising the gun and firing means firing rapidly in the current camera direction.
[0032] For example, when the first triggering operation is a sliding operation from the first operation area to the second part 322 of the second operation area and the operation speed meets the preset speed, the virtual object enters a rapid-fire state of retreating shooting. Here, retreating shooting is a rapid-fire in the opposite direction of the current camera.
[0033] In one embodiment, the method further includes: The starting point of the first operation trajectory corresponding to the first triggering operation is located in the first operation area, the ending point is located in the second operation area, and the operation parameters of the first triggering operation do not meet the first parameter threshold. Based on the second operation in the second operation area, the viewpoint of the virtual object is controlled and adjusted.
[0034] Specifically, the starting point of the first operation trajectory corresponding to the first trigger operation is located in the first operation area, and the ending point is located in the first part 321 or the second part 322 of the second operation area. Furthermore, when the operation parameters of the first trigger operation do not meet the first parameter threshold, the viewpoint of the virtual object is adjusted based on the second operation control within the second operation area. That is, the viewpoint of the virtual object is adjusted according to the operation direction of the second operation.
[0035] In one embodiment, the method further includes: When the virtual object is under continuous attack, the virtual object is controlled to move in a first direction, wherein the first direction of movement is the direction of movement of the virtual object before entering the continuous attack state.
[0036] Specifically, after a virtual object enters a sustained attack state of raising or retreating to fire, its last movement direction can be retained for a delay. That is, the virtual object's movement direction before the first trigger operation is determined and designated as the first movement direction. When the virtual object enters a sustained attack state, it is controlled to maintain this first movement direction. While the virtual object is moving in this first movement direction, its movement speed is reduced.
[0037] For example, the first operation in the first operation area is to slide to the right. When the virtual object slides quickly from the first operation area to the first part 321 of the second operation area, it is triggered to raise its gun and fire. At this time, the virtual object will not stop suddenly, but will continue to move to the right, but the movement speed will slow down.
[0038] For example, the first operation in the first operation area is to slide to the right. When the virtual object quickly slides from the first operation area to the second part 322 of the second operation area, it is triggered to retreat and fire. At this time, the virtual object will not stop suddenly, but will continue to move to the right, but the movement speed will slow down. That is, the virtual object continues to move slowly to the right while firing continuously behind it (in the opposite direction of the camera).
[0039] In one embodiment, the second operating area may further include a locking area, which may be located in a first portion or a second portion of the second operating area; the locking area is not specifically limited in this disclosure. The method further includes: In response to a second trigger operation from the first operating area to the locked area, the virtual object is controlled to enter a continuous movement state; While the virtual object is in a continuously moving state, the movement state of the virtual object is maintained in response to the end command of the second triggering operation.
[0040] Specifically, in response to a second trigger operation from the first operation area to the locked area, the virtual object is controlled to enter a continuous movement state according to the second trigger operation. This continuous movement state can be a sprint state in a game, and this disclosure does not specifically limit the continuous movement state. The second trigger operation can be a swipe operation. After the virtual object enters the continuous movement state, in response to the end command of the second trigger operation, the movement state of the virtual object is maintained, that is, the movement state of the virtual object is maintained as before the end command was responded to. The end command of the second trigger operation can be that the touch trajectory corresponding to the second trigger operation completely leaves the locked area, or it can be that the terminal device detects the termination of the touch action corresponding to the second trigger operation. In this disclosure, the end command of the second trigger operation is not specifically limited.
[0041] For example, in response to sliding from the first operation area to the locked area in the first part of the second operation area, the virtual object is triggered to enter a continuous movement state. When it leaves the locked area, the virtual object still maintains the previous movement state, which is the continuous movement state of the virtual object before leaving the locked area.
[0042] In one implementation, the response to a second triggering operation from the first operating area to the locked area, controlling the virtual object to enter a continuous movement state, includes: If the starting point of the second operation trajectory corresponding to the second trigger operation is located in the first operation area, the ending point is located in the locked area of the second operation area, and the operation parameters of the second trigger operation do not meet the first parameter threshold, then it is determined that the virtual object enters the continuous movement state.
[0043] Specifically, the second trigger operation is a sliding operation. In response to this sliding operation, the object slides from the first operation area to the locked area of the second operation area. That is, the starting point of the second operation trajectory corresponding to the sliding operation is located in the first operation area, and the ending point is located in the locked area. Furthermore, the operation parameters of the sliding operation do not meet the first parameter threshold, thus determining that the virtual object has started sprinting. The first parameter threshold can be a preset speed, and the operation speed of the second trigger operation can be the speed at which the touch point moves within the operation area. This operation speed can be determined by instantaneous speed or by average speed; no specific limitation is made in this disclosure. The preset speed is not specifically limited in this disclosure; those skilled in the art can determine it as needed.
[0044] In one implementation, when the sliding operation is a sliding from the first operation area to the locked area of the second operation area, and the operation speed of the sliding operation meets the preset speed, it is determined that the virtual object is triggered to raise its gun and fire, and enters a continuous attack state.
[0045] In one embodiment, the method further includes: In response to a third operation, the virtual object is controlled to exit the continuous movement state; wherein the operation direction of the third operation is opposite to the movement direction of the virtual object.
[0046] Specifically, when a virtual object enters a continuous movement state, it responds to a third operation. The direction of this third operation is opposite to the direction of movement of the virtual object, thus controlling the virtual object to exit the continuous movement state.
[0047] For example, when sprinting is triggered, the virtual object moves to the right. To exit sprinting, it can slide to the left.
[0048] In one implementation, after the virtual object enters sprint mode, it can also respond to the first trigger operation to activate either raising its gun or retreating to fire. After activating raising its gun or retreating to fire, the virtual object exits sprint mode.
[0049] After entering sprint mode, you can also trigger the virtual object to start firing or retreating by performing the first trigger operation from the first operation area to the second operation area.
[0050] In step S230, in response to a second operation in the second operation area, the attack direction of the virtual object in the continuous attack state is controlled, wherein the second operation is an operation that is continuous with the first triggering operation.
[0051] The second operation can be an operation within the first part of the second operation area or an operation within the second part of the second operation area; this disclosure does not specifically limit it. The second operation can be a sliding operation, which allows for synchronous adjustment of the attack direction during a continuous attack. This second operation is continuous with the first triggering operation.
[0052] Once the virtual object is triggered to enter a continuous attack state, a second operation can be performed in the second operation area, sequentially following the first triggering operation. This second operation controls the attack direction of the virtual object during the continuous attack state. In other words, during the continuous attack state, the second operation in the second operation area enables synchronized control of the continuous attack and the attack direction.
[0053] In one embodiment, the method further includes: In response to a touch operation on the posture adjustment control, the posture of the virtual object is adjusted to the posture corresponding to the touch operation.
[0054] Specifically, the graphical user interface may also include a posture adjustment control, which can adjust the posture of a virtual object. The virtual object's posture can be squatting, prone, or standing. The touch operation corresponding to squatting is a single click, prone is a double click, and standing is a triple click. In response to a touch operation on the posture adjustment control, the virtual object's posture is adjusted to the posture corresponding to that touch operation.
[0055] In one implementation, when a virtual object reaches a preset state, an operation prompt corresponding to that preset state can be automatically displayed, allowing the user to perform actions based on the prompt and avoid interrupting the battle rhythm. The preset state can be that the virtual object's health is less than a preset value, the virtual object's distance from an item meets a preset distance, or the virtual object is equipped with an expansion accessory. This disclosure does not impose specific limitations on these states.
[0056] For example, when a virtual object's health is lower than a preset level, a healing control automatically pops up in the graphical user interface. Clicking this control updates the virtual object's health. When a virtual object approaches a virtual item, a pickup control pops up. Clicking this control allows the virtual item to be picked up. When a virtual object runs out of ammo or is equipped with an extended magazine attachment, a reload control automatically pops up. Clicking this control reloads the item.
[0057] In one implementation, taking portrait-oriented FPS as an example, refer to... Figure 4 As shown, the graphical user interface may also include a map control 410, a map trigger control 420 corresponding to the map control, and a marker information sending control 430. The map control can be opened by operating the map trigger control. In one optional embodiment, the map can be opened by long-pressing to select the map trigger control, or by sliding on the map trigger control. For the marker information sending control, the marker information can be sent by long-pressing to select it and then sliding.
[0058] In this disclosure, a portrait screen is used as the prototype for the demonstration interface. The purpose is to clearly present the complete process of one-handed operation within a limited space. Those skilled in the art can transfer the logic of the portrait screen display to the landscape screen, that is, to lay out the graphical user interface as a one-handed control area on the left and a control area on the right, so as to realize that in high-frequency combat, one-handed operation can simultaneously cover movement, view and shooting control, reducing the switching delay of traditional multi-point interaction.
[0059] Exemplary embodiments of this disclosure also provide a virtual object control device, with reference to Figure 5 As shown, it includes: The movement direction control module 510 is used to control the movement direction of the virtual object in response to a first operation in the first operation area. The continuous attack state triggering module 520 is used to respond to a first triggering operation from the first operation area to the second operation area and control the virtual object to enter a continuous attack state, wherein the first triggering operation is an operation that is continuous with the first operation; The attack direction control module 530 is used to respond to a second operation in the second operation area and control the attack direction of the virtual object in the continuous attack state, wherein the second operation is an operation that is continuous with the first triggering operation.
[0060] In one exemplary embodiment, the continuous attack state triggering module includes: The continuous attack state activation module is used to determine that the virtual object enters the continuous attack state when the starting point of the first operation trajectory corresponding to the first triggering operation is located in the first operation area, the ending point is located in the second operation area, and the operation parameters of the first triggering operation meet the first parameter threshold.
[0061] In one exemplary embodiment, the continuous attack state triggering module includes: The perspective adjustment module is used to respond to a first operation trajectory corresponding to the first trigger operation, where the starting point is located in the first operation area, the ending point is located in the second operation area, and the operation parameters of the first trigger operation do not meet the first parameter threshold. Based on the second operation in the second operation area, the perspective of the virtual object is controlled and adjusted.
[0062] In one exemplary embodiment, the continuous attack state triggering module includes: A movement direction maintenance module is used to control the virtual object to maintain a first movement direction while the virtual object is in a continuous attack state, wherein the first movement direction is the movement direction of the virtual object before entering the continuous attack state.
[0063] In one exemplary embodiment, the movement direction control module includes: The movement speed determination module is used to respond to the first operation and control the determination of the movement speed of the virtual object based on the operation range of the first operation.
[0064] In one exemplary embodiment, the movement direction control module includes: The continuous movement state activation module is used to respond to a second trigger operation from the first operation area to the locked area and control the virtual object to enter a continuous movement state; A continuous movement state maintenance module is used to maintain the movement state of the virtual object in response to the end command of the second triggering operation when the virtual object is in a continuous movement state.
[0065] In one exemplary embodiment, the continuous movement state activation module includes: The activation condition determination module is used to determine that the virtual object enters the continuous movement state in response to the following: the starting point of the second operation trajectory corresponding to the second trigger operation is located in the first operation area, the ending point is located in the locked area of the second operation area, and the operation parameters of the second trigger operation do not meet the first parameter threshold.
[0066] In one exemplary embodiment, the attack direction control module includes: The sprint exit module is used to respond to a third operation and control the virtual object to exit the continuous movement state; wherein the operation direction of the third operation is opposite to the movement direction of the virtual object.
[0067] In one exemplary embodiment, the attack direction control module includes: The posture adjustment module is used to respond to touch operations on the posture adjustment control and control the posture of the virtual object to be adjusted to the posture corresponding to the touch operation.
[0068] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0069] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0070] Furthermore, although the steps of the method in this invention are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0071] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the aforementioned game processing method.
[0072] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0073] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0074] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0075] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as the virtual object control method described above, which includes the following steps: Step S210: In response to a first operation in the first operating area, control the movement direction of the virtual object; Step S220: In response to a first trigger operation from the first operating area to the second operating area, control the virtual object to enter a continuous attack state, wherein the first trigger operation is an operation continuous with the first operation; Step S230: In response to a second operation in the second operating area, control the attack direction of the virtual object in the continuous attack state, wherein the second operation is an operation continuous with the first trigger operation.
[0076] The above method steps are implemented by a computer program. On the one hand, the movement direction of the virtual object is controlled by the first operation in the first operation area. The first touch operation from the first operation area to the second operation area triggers the virtual object to enter a continuous attack state. After the virtual object enters the continuous attack state, the attack direction of the virtual object is controlled by the operation in the second operation area. This achieves one-handed simultaneous control of movement, shooting, and view adjustment, simplifies the operation process, and improves the operation continuity in high-frequency combat scenarios. On the other hand, when there is a first trigger operation from the first operation area to the second operation area, the virtual object is triggered to enter a continuous attack state. By drawing on the physical memory of raising a gun to respond to the enemy in real shooting, the attack behavior is made more rhythmic and intuitive, improving the game operation feel.
[0077] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0078] The following is for reference. Figure 6 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 6 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0079] like Figure 6 As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0080] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 624 may include the modules in the above-described device.
[0081] The processor 610 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0082] The processor 610 can be used to execute executable instructions stored in the memory 620, such as the game processing method described above, which includes the following steps: Step S210: In response to a first operation in the first operation area, control the movement direction of the virtual object; Step S220: In response to a first trigger operation from the first operation area to the second operation area, control the virtual object to enter a continuous attack state, wherein the first trigger operation is an operation continuous with the first operation; Step S230: In response to a second operation in the second operation area, control the attack direction of the virtual object in the continuous attack state, wherein the second operation is an operation continuous with the first trigger operation.
[0083] By executing the above method steps through the processor 610, on the one hand, the movement direction of the virtual object is controlled by the first operation in the first operation area, and the virtual object is triggered to enter a continuous attack state by the first touch operation from the first operation area to the second operation area. After the virtual object enters the continuous attack state, the attack direction of the virtual object is controlled by the operation in the second operation area, realizing one-handed simultaneous control of movement, shooting and view adjustment, simplifying the operation process and improving the operation continuity in high-frequency combat scenarios. On the other hand, when there is a first trigger operation from the first operation area to the second operation area, the virtual object is triggered to enter the continuous attack state. By drawing on the physical memory of raising a gun to respond to the enemy in real shooting, the attack behavior is more rhythmic and intuitive, improving the game operation feel.
[0084] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.
[0085] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.
[0086] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 650 can communicate with other modules of electronic device 600 via bus 630.
[0087] Electronic device 600 can display a graphical user interface via display 660.
[0088] although Figure 6 Other hardware and / or software modules, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, may also be configured in the electronic device 600.
[0089] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0090] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A method for controlling virtual objects, characterized in that, Displaying a graphical user interface via a terminal device, wherein the graphical user interface includes a first operation area and a second operation area, the method includes: In response to a first operation in the first operation area, control the movement direction of the virtual object; In response to a first trigger operation from the first operation area to the second operation area, the virtual object is controlled to enter a continuous attack state, wherein the first trigger operation is an operation that is consecutive to the first operation; In response to a second operation in the second operation area, the attack direction of the virtual object in the continuous attack state is controlled, wherein the second operation is an operation that is continuous with the first triggering operation.
2. The method according to claim 1, characterized in that, The response to the first trigger operation from the first operating area to the second operating area, controlling the virtual object to enter a continuous attack state, includes: If the starting point of the first operation trajectory corresponding to the first triggering operation is located in the first operation area and the ending point is located in the second operation area, and the operation parameters of the first triggering operation meet the first parameter threshold, it is determined that the virtual object has entered the continuous attack state.
3. The method according to claim 2, characterized in that, The method further includes: The starting point of the first operation trajectory corresponding to the first triggering operation is located in the first operation area, the ending point is located in the second operation area, and the operation parameters of the first triggering operation do not meet the first parameter threshold. Based on the second operation in the second operation area, the viewpoint of the virtual object is controlled and adjusted.
4. The method according to claim 1, characterized in that, The method further includes: When the virtual object is under continuous attack, the virtual object is controlled to move in a first direction, wherein the first direction of movement is the direction of movement of the virtual object before entering the continuous attack state.
5. The method according to claim 1, characterized in that, The method further includes: In response to the first operation, the control determines the movement speed of the virtual object based on the magnitude of the first operation.
6. The method according to claim 1, characterized in that, The second operating area includes a locked area, and the method further includes: In response to a second trigger operation from the first operating area to the locked area, the virtual object is controlled to enter a continuous movement state; While the virtual object is in a continuously moving state, the movement state of the virtual object is maintained in response to the end command of the second triggering operation.
7. The method according to claim 6, characterized in that, The response to the second trigger operation from the first operating area to the locked area, controlling the virtual object to enter a continuous movement state, includes: If the starting point of the second operation trajectory corresponding to the second trigger operation is located in the first operation area, the ending point is located in the locked area of the second operation area, and the operation parameters of the second trigger operation do not meet the first parameter threshold, then it is determined that the virtual object enters the continuous movement state.
8. The method according to claim 6, characterized in that, The method further includes: In response to a third operation, the virtual object is controlled to exit the continuous movement state; wherein the direction of the third operation is opposite to the direction of movement of the virtual object.
9. The method according to claim 1, characterized in that, The graphical user interface also includes posture adjustment controls, and the method further includes: In response to a touch operation on the posture adjustment control, the posture of the virtual object is adjusted to the posture corresponding to the touch operation.
10. A virtual object control device, characterized in that, A graphical user interface is displayed via a terminal device, the graphical user interface including a first operation area and a second operation area, the device comprising: A movement direction control module is used to respond to a first operation in the first operation area and control the movement direction of the virtual object; A continuous attack state triggering module is used to respond to a first triggering operation from the first operation area to the second operation area and control the virtual object to enter a continuous attack state, wherein the first triggering operation is an operation that is continuous with the first operation; An attack direction control module is used to respond to a second operation in the second operation area and control the attack direction of the virtual object in the continuous attack state, wherein the second operation is an operation that is continuous with the first triggering operation.
11. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 9.
12. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 9 by executing the executable instructions.