Control method, device, and apparatus for virtual object, and storage medium

CN122605176APending Publication Date: 2026-08-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510194745.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-20
Publication Date
2026-08-21

AI Technical Summary

Technical Problem

[0004]上述相关技术中,人机交互形式较为单一

Benefits of technology

[0020]一方面,本申请在满足阈值调整条件的情况下,自动将第一阈值调整为第二阈值。如果拖动距离大于或等于第二阈值,则控制虚拟对象继续执行第一事件。如果拖动距离小于第二阈值,则控制虚拟对象取消执行第一事件。例如在第一阈值较大时,将第一阈值减小至第二阈值,在第一阈值较小时,将第一阈值增大至第二阈值。此种方式,将阈值调整、拖动操作以及控制虚拟对象取消或执行第一事件相结合,丰富了人机交互形式。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122605176A_ABST
    Figure CN122605176A_ABST
Patent Text Reader

Abstract

The application discloses a virtual object control method, device and equipment, and a storage medium, and relates to the technical field of computers and the Internet. The method comprises the following steps: acquiring a drag instruction corresponding to a drag operation; in response to the drag instruction, in the process of controlling the first virtual object to execute the first event, if a threshold adjustment condition is met, the first threshold is adjusted to a second threshold; if the drag distance is greater than or equal to the second threshold, the first virtual object continues to execute the first event; if the drag distance is less than the second threshold, the first virtual object cancels the execution of the first event. The above method enriches the form of human-computer interaction.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

[0002] The virtual joystick on the game's user interface is used to control virtual objects to perform primary events, such as controlling the movement of the virtual object. For example, in response to a press operation, the virtual joystick is displayed at the press location. In response to a drag operation on the virtual joystick, the virtual object is controlled to move when the distance between the real-time position of the drag operation and the center point of the virtual joystick (i.e., the drag distance) is greater than or equal to a first threshold.

[0003] In related technologies, when you want to control a virtual object to continue executing the first event, you need to keep the dragging distance greater than or equal to a first threshold. When you want to control the virtual object to cancel executing the first event, you need to change the real-time position of the dragging operation so that the dragging distance is less than the first threshold.

[0004] Among the aforementioned technologies, the forms of human-computer interaction are relatively simple. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for controlling virtual objects, which can enrich the forms of human-computer interaction. The technical solution provided by this application includes the following aspects.

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

[0007] Obtain the drag command corresponding to the drag operation. The drag command is used to trigger the first virtual object in the virtual environment to execute a first event when the drag distance of the drag operation is greater than or equal to a first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation.

[0008] In response to the drag command, during the process of controlling the first virtual object to execute the first event, if the threshold adjustment condition is met, the first threshold is adjusted to the second threshold, wherein the threshold adjustment condition is the condition that triggers the adjustment of the first threshold.

[0009] If the dragging distance is greater than or equal to the second threshold, the first virtual object is controlled to continue executing the first event;

[0010] If the dragging distance is less than the second threshold, control the first virtual object to cancel the execution of the first event.

[0011] According to one aspect of the embodiments of this application, a control device for a virtual object is provided, the device comprising the following modules.

[0012] The acquisition module is used to acquire the drag command corresponding to the drag operation. The drag command is used to trigger the first virtual object in the virtual environment to execute a first event when the drag distance of the drag operation is greater than or equal to a first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation.

[0013] An adjustment module is used to adjust the first threshold to a second threshold when a threshold adjustment condition is met during the process of controlling the first virtual object to execute the first event in response to the drag command, wherein the threshold adjustment condition is the condition that triggers the adjustment of the first threshold.

[0014] The control module is configured to control the first virtual object to continue executing the first event when the dragging distance is greater than or equal to the second threshold.

[0015] The control module is further configured to control the first virtual object to cancel the execution of the first event when the dragging distance is less than the second threshold.

[0016] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described virtual object control method.

[0017] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the storage medium, the computer program being loaded and executed by a processor to implement the above-described method for controlling virtual objects.

[0018] According to one aspect of the embodiments of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned virtual object control method.

[0019] The technical solutions provided in this application embodiment may have the following beneficial effects:

[0020] On the one hand, this application automatically adjusts the first threshold to the second threshold when the threshold adjustment conditions are met. If the dragging distance is greater than or equal to the second threshold, the virtual object continues to execute the first event. If the dragging distance is less than the second threshold, the virtual object cancels the execution of the first event. For example, when the first threshold is large, it is reduced to the second threshold; when the first threshold is small, it is increased to the second threshold. This method combines threshold adjustment, dragging operation, and control of the virtual object to cancel or execute the first event, enriching the forms of human-computer interaction.

[0021] On the other hand, when it is desired to control the virtual object to cancel the execution of the first event, the drag point of the virtual joystick needs to be dragged so that the drag distance is less than a first threshold. When the first threshold is small, making the drag distance less than the first threshold is difficult and requires a high level of operational skill. By increasing the first threshold to a second threshold as proposed in this application embodiment, compared to the previous method, it is only necessary to drag the distance less than the second threshold to control the virtual object to cancel the execution of the first event. Therefore, the operational difficulty is reduced and the control efficiency of the virtual object is improved.

[0022] On the other hand, when controlling the virtual object to continue executing the first event, the dragging distance needs to be greater than or equal to a first threshold. When the first threshold is large, maintaining the dragging distance greater than or equal to it requires a high level of skill. By reducing the first threshold to a second threshold as proposed in this application, compared to the previous method, it is only necessary to maintain the dragging distance greater than or equal to the second threshold to control the virtual object to continue executing the first event. Therefore, the operational requirements are reduced, and the control efficiency of the virtual object is also improved. Attached Figure Description

[0023] Figure 1 This is a structural block diagram of a computer system provided in one embodiment of this application;

[0024] Figure 2 This is a schematic diagram of a dead zone provided in one embodiment of this application;

[0025] Figure 3 This is a flowchart of a virtual object control method provided in one embodiment of this application;

[0026] Figure 4 This is a flowchart of a virtual object control method provided in another embodiment of this application;

[0027] Figure 5 This is a flowchart of a virtual object control method provided in another embodiment of this application;

[0028] Figure 6 This is a schematic diagram of a virtual joystick provided in one embodiment of this application;

[0029] Figure 7 This is a schematic diagram of a virtual object control method provided in one embodiment of this application;

[0030] Figure 8 This is a schematic diagram of a virtual object control method provided in another embodiment of this application;

[0031] Figure 9 This is a schematic diagram of a threshold adjustment control provided in one embodiment of this application;

[0032] Figure 10 This is a schematic diagram of a threshold adjustment interface provided in one embodiment of this application;

[0033] Figure 11 This is a schematic diagram of a threshold adjustment interface provided in another embodiment of this application;

[0034] Figure 12 This is a block diagram of a virtual object control method provided in one embodiment of this application;

[0035] Figure 13 This is a block diagram of a control device for a virtual object provided in one embodiment of this application;

[0036] Figure 14 This is a structural block diagram of a terminal device provided in one embodiment of this application. Detailed Implementation

[0037] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0038] First, a brief introduction to the terms used in the embodiments of this application:

[0039] Virtual Environment: A virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual objects, and has virtual resources available to both virtual objects. Optionally, the virtual environment includes a symmetrical lower left and upper right corner area, with virtual objects belonging to two opposing factions each occupying one area, and the victory objective being the destruction of target buildings / outposts / bases / crystals deep within the opponent's area.

[0040] Virtual objects refer to virtual characters, virtual vehicles, virtual items, etc., controlled by a user account in a target application; this application does not limit this. Taking a game application as an example, a virtual object refers to a virtual character controlled by a user account in the game application. Virtual objects can be human figures, animals, cartoons, or other forms; this application does not limit this. Virtual objects can be displayed in three-dimensional or two-dimensional form; this application does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. The activities of virtual objects include, but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing at least one of these. Illustratively, a virtual object is a virtual character, such as a simulated human character or an anime character. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this. For example, depending on the method of controlling the virtual object, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects. User-controlled virtual objects are active objects in the virtual environment controlled by the client. Server-controlled virtual objects are virtual objects controlled by automatic control algorithms or artificial intelligence programs on the client or server. Server-controlled virtual objects include active and inactive objects in the virtual environment. For example, an inactive object can respond to or influence the activities of an active object; for instance, an active object can destroy an inactive object, or an active object can enter an inactive state when it enters an inactive object. For example, the first virtual object in this application is a client-controlled virtual object. For example, the second virtual object in this application can be a virtual object controlled by another client or server.

[0041] User Interface (UI) controls: Any visible control or element on the user interface of an application, such as images, input boxes, text boxes, buttons, labels, etc. Some UI controls respond to user actions, such as a virtual joystick used to control the movement of a virtual object. The user triggers the virtual joystick to control the movement of the virtual object. The UI controls involved in the embodiments of this application include, but are not limited to: a virtual joystick, a first adjustment control, and a second adjustment control.

[0042] Please refer to Figure 1 This illustration shows a schematic diagram of a computer system provided in one embodiment of this application. The computer system may include: a terminal device 10 and a server 20.

[0043] Terminal device 10 includes, but is not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, and other electronic devices. A client application for the target application can be installed on terminal device 10. Optionally, the target application can be an application that requires downloading and installation, or it can be an application that can be used instantly; this embodiment of the application does not limit this.

[0044] In this embodiment, the target application is an application that provides a virtual environment and virtual objects. This target application can be any of the following: a simulation program, a shooting game, a virtual reality (VR) application, an augmented reality (AR) application, a 3D mapping program, a virtual reality game, an augmented reality game, a first-person shooter (FPS) game, a multiplayer shooting survival game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, a strategy game (SLG), a social application, or an interactive entertainment application. In this embodiment, a game application is used as an example. Optionally, a client of the aforementioned target application runs on the terminal device 10.

[0045] The aforementioned virtual environment is a scene displayed (or provided) by the client of the target application (such as a game application) when it runs on a terminal device. This virtual environment refers to a created scene for virtual objects to perform activities (such as game competitions), such as virtual houses, virtual islands, and virtual maps. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment; this application does not limit this. The virtual environment includes a first virtual object and a second virtual object. Of course, the virtual environment can also include other virtual objects; this application does not limit this as well.

[0046] The aforementioned virtual objects refer to virtual characters, virtual vehicles, virtual items, etc., controlled by a user account within the target application; this application does not limit this. Taking a game application as an example, a virtual object refers to a game object controlled by a user account within the game application. Virtual objects can be in the form of a character, an animal, a cartoon character, or other forms; this application does not limit this. Exemplarily, both the first and second virtual objects in this application are virtual objects controlled by the client. Exemplarily, while the first virtual object in this application is a client-controlled virtual object, the second virtual object can also be a server-controlled virtual object.

[0047] Server 20 is used to provide backend services for the client of the target application in terminal device 10. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.

[0048] In some embodiments, terminal device 10 includes a first terminal device and a second terminal device, wherein a first client of the target application is installed on the first terminal device, and a second client of the target application is installed on the second terminal device. A first user's first user account controls a first virtual object (also referred to as a master virtual object) in the first client of the target application, and a second user's second user account controls a second virtual object in the second client of the target application. Of course, in this embodiment, the second virtual object can belong to a virtual object controlled by the server (an artificial intelligence virtual object) in addition to the user-controlled virtual object described above. Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions; in this case, the second virtual object is considered a friendly virtual object of the first virtual object. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have an adversarial relationship; in this case, the second virtual object is considered an adversary virtual object of the first virtual object. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal device can refer to one of a plurality of terminal devices, and the second terminal device can refer to another of a plurality of terminal devices. This embodiment only uses the first terminal device and the second terminal device as examples.

[0049] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.

[0050] Before introducing the specific solution of this application, the relevant background technology will be briefly explained below.

[0051] In related technologies, movement is controlled by manipulating a movement joystick (equivalent to the virtual joystick mentioned in this application), dragging out of the dead zone, and then controlling the character's movement through joystick mapping. To stop movement, the joystick must be lifted or dragged back into the dead zone, both of which are inconvenient. The inconvenience of lifting the joystick: to move again, the joystick must be pressed and dragged again, which is time-consuming and cumbersome; dragging back into the dead zone: to facilitate activating the joystick, the dead zone is usually set very small, requiring high operational precision, and dragging back into the dead zone is quite difficult for finger operation.

[0052] Related technologies, such as those used in PCs, involve stopping movement by pressing a specific button. In mobile devices, this can be achieved by lifting the joystick or dragging it back into its dead zone (the dead zone is fixed in size and generally small, requiring high precision and is quite difficult to execute).

[0053] like Figure 2 As shown, when controlling a virtual character using a virtual joystick, if the distance between the real-time position 202 of the drag operation and the center point 200 of the virtual joystick is greater than or equal to a first threshold, the virtual character is considered to continue moving. For example, the area centered on the center point 200 of the virtual joystick and with a radius equal to the first threshold constitutes the original dead zone 201, which is also the first trigger area mentioned in the following embodiments. When the real-time position of the drag operation is dragged into the original dead zone 201, the virtual character stops moving.

[0054] For example, when the trigger condition (i.e., the threshold adjustment condition) is met, the original dead zone 201 increases, resulting in the dynamic dead zone 203 shown by the slanted coil. The first threshold is adjusted from the first threshold to the second threshold. For example, at this time, the dead zone becomes the area centered on the center point 200 of the virtual joystick, with the second threshold as its radius (original dead zone + dynamic dead zone). For example, when the distance between the real-time position of the drag operation and the center point of the virtual joystick is greater than or equal to the second threshold, it is considered that the virtual character should continue to move. For example, when the real-time position 204 of the drag operation is dragged back into the dynamic dead zone 203, although it is not within the original dead zone, the virtual character is still controlled to stop moving. In this case, the movement required to drag back into the dead zone is smaller, and the requirement for operational precision is lower.

[0055] For example, after the triggering condition ends (i.e., the threshold recovery condition is met), the dead zone is restored to the original dead zone. The second threshold is restored to the first threshold.

[0056] The technical solution provided in this application, by setting a trigger condition (i.e., a threshold adjustment condition), temporarily increases the range of the dead zone of the movement joystick after triggering, reducing the precision required to drag back into the dead zone and simplifying the operation of stopping movement. In some embodiments, the adjusted dead zone of the movement joystick is named the subsequent dead zone of the movement joystick. After the trigger condition ends, the range of the subsequent dead zone of the movement joystick is reset to its default size to avoid affecting subsequent movement activation operations. Players can adjust the range of the subsequent dead zone of the movement joystick themselves to optimize the feel.

[0057] Please refer to Figure 3 The diagram illustrates a flowchart of a virtual object control method provided in one embodiment of this application. The execution entity for each step of this method can be... Figure 1 The terminal device 10 in the computer system shown can be a client of the target application described above, where the execution entity of each step is the client. In the following method embodiments, for ease of description, the execution entity of each step will be referred to as the "client". The method may include at least one of the following steps (310-340):

[0058] Step 310: Obtain the drag command corresponding to the drag operation. The drag command is used to trigger the first virtual object in the virtual environment to execute the first event when the drag distance of the drag operation is greater than or equal to the first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation.

[0059] In some embodiments, the terminal device acquires a drag instruction for a drag operation. Exemplarily, the drag operation is an operation performed on a control device. Here, the control device is a device used to control virtual objects in a target application. Exemplarily, the control device and the terminal device where the target application resides may be the same terminal device or different terminal devices.

[0060] For example, when the control device and the target application are on the same terminal device, the terminal device receives the drag operation performed by the user and generates the corresponding drag instruction.

[0061] For example, when the control device and the target application are on different terminal devices, the control device receives the drag operation performed by the user and generates a corresponding drag instruction. For example, the control device sends the drag instruction to the terminal device. For example, the control device can be an external device of the terminal device. For example, an external device of the terminal device refers to a device directly or indirectly connected to the terminal device. For example, an external device of the terminal device includes, but is not limited to, at least one of the following: a mouse, a gamepad, a touchscreen, etc. For example, an external device of the terminal device can be a device connected to the terminal device via a physical line, or a device connected to the terminal device via a wireless network, etc.

[0062] In some embodiments, the control device acquires drag operations performed by the user and generates drag instructions. For example, when the control device and the terminal device are the same device, the drag operation performed by the user is an operation performed on the screen of the terminal device, such as dragging a virtual joystick displayed on the user interface of the terminal device. For example, when the control device and the terminal device are different devices, the drag operation performed by the user is an operation performed on the control device, such as an operation performed on a handle, physical joystick, etc., on the control device.

[0063] For example, the drag operation performed by the user can also be a gesture, a voice command, etc. In this case, the control device can capture the drag operation performed by the user through a camera, recording device, etc., and generate drag instructions.

[0064] In some embodiments, the drag instruction carries at least one of the following information: the starting position of the drag operation, the real-time position of the drag operation, the drag distance, the drag direction, etc.

[0065] In some embodiments, after receiving a drag instruction for a drag operation, the terminal device determines whether the drag distance is greater than or equal to a first threshold based on the drag instruction. For example, if the drag distance is greater than or equal to the first threshold, it is determined that the drag instruction (or is considered to be the drag operation) triggers the first virtual object to execute a first event. For example, if the drag distance is less than the first threshold, it is determined that the drag instruction (or is considered to be the drag operation) does not trigger the first virtual object to execute a first event.

[0066] In some embodiments, a virtual joystick and a first virtual object located in a virtual environment are displayed. The virtual joystick is used to control the first virtual object to perform a first event. The triggering condition for the first event includes: the dragging distance of the dragging operation on the virtual joystick is greater than or equal to a first threshold. The dragging distance refers to the distance between the real-time position of the dragging operation and the center point of the virtual joystick.

[0067] In this application embodiment, when displaying a virtual environment on a terminal device, there are at least three display methods. The first is a first-person perspective, where a virtual camera is installed above the head of the first virtual object, and the view obtained by this virtual camera is used as the displayed virtual environment image. In this case, the first virtual object is not included in the displayed virtual environment image. The second is a third-person perspective, where a virtual camera is installed behind the first virtual object, and the view obtained by this virtual camera is used as the displayed virtual environment image. In this case, the displayed virtual environment image may include part or all of the first virtual object. The orientation of both the first-person and third-person perspectives changes with the orientation of the first virtual object. The third is another perspective with a specific direction, where the orientation of the perspective does not change. That is, the view obtained by the virtual camera observing the entire virtual environment according to a specific orientation is used as the displayed virtual environment image. In this case, the first virtual object may be displayed in the center of the virtual environment image, in another position within the virtual environment image, or not displayed at all. This application does not limit this.

[0068] For an explanation of the virtual environment and the first virtual object, please refer to the above embodiments; they will not be repeated here.

[0069] In some embodiments, a virtual joystick is a UI control for controlling the movement of a virtual object. In some embodiments, the virtual joystick includes a virtual disk and a joystick drag point. Exemplarily, in response to a drag operation on the virtual joystick, the position of the virtual disk does not change, while the joystick drag point changes with the real-time position of the drag operation. Exemplarily, the area containing the virtual disk is the movable range of the joystick drag point. Exemplarily, the area containing the virtual disk is the movable range where the center of the joystick drag point is located. Exemplarily, as... Figure 6 As shown, the joystick drag point 620 can change with the real-time position of the drag operation, and the center point 610 of the virtual joystick is also the center point of the virtual disk.

[0070] In some embodiments, when the real-time position of the drag operation is within the virtual disk, the real-time position of the drag operation is also the position of the joystick drag point (which can also be considered as the drag position). In some embodiments, when the real-time position of the drag operation is outside the virtual disk, the position of the joystick drag point is the point on the virtual disk that is closest to the real-time position of the drag operation.

[0071] In some embodiments, such as Figure 7 As shown, the dead zone 702 is the area centered at the virtual joystick's center point 701 and with a first threshold as its radius. For example, when the real-time position of the drag operation (i.e., the finger activation point) 703 is within the dead zone, it is considered that a second event is executed, such as a rapid spellcasting operation or stopping movement. For example, when the real-time position of the drag operation 704 is outside the dead zone, it is considered that a first event is executed, such as an active aiming operation or being in a moving state.

[0072] In some embodiments, the button dead zone refers to the concept of a button dead zone added to allow for both rapid casting and active aiming, since skill joysticks are virtual buttons. When a finger presses the activation button and does not move out of the dead zone, it is considered rapid casting; when a finger presses the activation button and moves out of the dead zone, it is considered active aiming.

[0073] In some embodiments, quick casting means that when a finger presses the activation button and does not move out of the dead zone, it is considered quick casting. This operation will determine the aiming information of this skill operation according to the pre-set search / selection target rules, such as the legal unit with the lowest health within the range.

[0074] In some embodiments, active aiming refers to the action of pressing the activation button with a finger and moving it out of the dead zone. This action activates the skill aiming wheel, and the aiming information for this skill action is determined by the mapping of the finger activation point position on the skill wheel.

[0075] In some embodiments, the motion joystick input direction refers to the direction of the activated point relative to the center of the motion joystick wheel when a finger is pressed to activate the joystick and moves out of the joystick's dead zone. That is, the dragging direction mentioned below refers to the direction from the center point of the virtual joystick to the real-time position of the dragging operation.

[0076] The following is an example illustrating when the virtual joystick will be displayed.

[0077] In some embodiments, the virtual joystick is displayed on the user interface throughout the entire process. Exemplarily, the virtual joystick serves as a UI control on top of the virtual environment's screen, and its display position remains unchanged; it is displayed synchronously with the virtual environment's screen. Exemplarily, the virtual joystick contains a response area; when the starting position of a dragging operation falls within this response area, the virtual joystick is considered triggered. In some embodiments, this response area is the area where the virtual disk is located, or it is an area that shares the same center point as the virtual disk but has a smaller area.

[0078] In some embodiments, the virtual joystick is not always displayed on the user interface. Exemplarily, the virtual joystick is displayed in response to a press operation. Further, the finger performing the press operation remains on the screen while the drag operation continues. Exemplarily, the virtual joystick is displayed at the press position of the press operation. Exemplarily, the center point of the virtual joystick is also the press position of the press operation.

[0079] In some embodiments, in addition to responding to pressing operations directly on the terminal device screen, a virtual joystick may also be displayed in response to operations on an external device connected to the terminal device. Exemplarily, the external device of the terminal device refers to a device directly or indirectly connected to the terminal device. Exemplarily, the external device of the terminal device includes, but is not limited to, at least one of the following: a mouse, a gamepad, a touchscreen, etc. Exemplarily, a virtual joystick is displayed in response to mouse operations (such as click operations, press operations, long press operations, etc.). Exemplarily, a virtual joystick is displayed in response to gamepad operations (such as click operations, press operations, long press operations, etc.). Exemplarily, a virtual joystick is displayed in response to touchscreen operations (such as click operations, press operations, long press operations, etc.).

[0080] In some embodiments, in addition to responding to dragging operations directly on a virtual joystick displayed on the terminal device screen, the virtual joystick can also be controlled in response to operations on an external device connected to the terminal device. For example, operations on an external device connected to the terminal device are considered dragging operations on the virtual joystick. For example, dragging operations on a joystick on a gamepad are considered dragging operations on the virtual joystick. For example, moving operations on a mouse are considered dragging operations on the virtual joystick. For example, swiping operations on a touchscreen are considered dragging operations on the virtual joystick.

[0081] The technical solution provided in this application allows the user to determine the display position of the virtual joystick. For example, the virtual joystick can be displayed at the press position during a press operation, so that it is not displayed when no user press operation is received. This method helps reduce the display cost of the virtual joystick and minimizes the time the virtual environment's display is obscured by the displayed virtual joystick. Therefore, it not only improves the user's gaming experience by reducing obstruction but also allows for flexible control over the display position of the virtual joystick, enriching the forms of human-computer interaction.

[0082] For example, the virtual joystick, as a UI control on the upper layer of the virtual environment screen, does not change its display position. For example, it is necessary to determine whether the press position of the press operation falls within the response area; if it does, the virtual joystick is displayed at a fixed position. In some embodiments, the response area is the area where the virtual disk of the virtual joystick is located at the fixed position, or the response area is an area that shares the same center point as the virtual disk but has a smaller area. For example, in this case, the display position of the virtual joystick is fixed, and the position of the center point of the virtual joystick is also fixed. For example, the center point of the virtual joystick is independent of the press position of the press operation.

[0083] For example, the virtual joystick, as a UI control on the upper layer of the virtual environment screen, changes its display position. For example, the virtual joystick is displayed with the pressing position of the press operation as the center point. For example, the virtual disk of the virtual joystick is centered on the pressing position. For example, when the pressing position of the press operation changes, the display position of the virtual joystick also changes.

[0084] In some embodiments, the drag distance refers to the distance between the real-time position of the drag operation and the center point of the virtual joystick. The virtual joystick here can be the virtual joystick determined by the pressing position of the pressing operation mentioned in the above embodiments, or it can be a virtual joystick that is always in a fixed position. This application does not limit this. Regardless of the position of the virtual joystick, the drag distance refers to the distance between the real-time position of the drag operation and the center point of the virtual joystick.

[0085] In some embodiments, a virtual joystick is used to control a first virtual object to perform a first event. The triggering condition for the first event includes: the dragging distance of a dragging operation on the virtual joystick is greater than or equal to a first threshold, where the dragging distance refers to the distance between the real-time position of the dragging operation and the center point of the virtual joystick. Exemplarily, the first event includes controlling the first virtual object to move in a first movement state. For details regarding the first movement state, please refer to the explanation of the following embodiments.

[0086] In some embodiments, the virtual joystick is further used to control the first virtual object to perform a second event, which is different from the first event. The triggering condition for the second event includes: the dragging distance of the dragging operation on the virtual joystick is less than a first threshold. Exemplarily, the second event includes controlling the first virtual object to move in a second movement state. For details regarding the second movement state, please refer to the explanation of the embodiments below.

[0087] For example, the first movement state and the second movement state are two states with different movement speeds. For example, the movement speed of the first virtual object in the first movement state is greater than the movement speed of the first virtual object in the second movement state. For example, the attack value of the first virtual object in the first movement state is greater than the attack value of the first virtual object in the second movement state. For example, the defense value of the first virtual object in the first movement state is greater than the defense value of the first virtual object in the second movement state.

[0088] For example, a virtual joystick is used to control the movement of a first virtual object within a virtual environment. For example, the virtual joystick is used to control the movement of the first virtual object in various directions within the virtual environment. For example, when the dragging direction of a drag operation changes, the movement direction controlling the first virtual object in the virtual environment also changes.

[0089] For example, a drag operation on a virtual joystick is an operation for dragging the virtual joystick. For example, in response to this drag operation, the position of the joystick drag point changes. For example, the drag operation can drag the joystick drag point so that the joystick drag point and the real-time position of the drag operation are at the same position.

[0090] In other embodiments, when the real-time position of the drag operation is within the virtual disk, the real-time position of the drag operation is also the position of the joystick drag point. In some embodiments, when the real-time position of the drag operation is outside the virtual disk, the position of the joystick drag point is the point on the virtual disk that is closest to the real-time position of the drag operation.

[0091] The drag operation mentioned in this application embodiment is considered to be an operation in which the finger does not leave the screen but the position of the finger changes. For example, when the finger leaves the screen, the drag operation is considered to have ended.

[0092] The technical solution provided in this application displays a virtual joystick centered on the pressing position of the pressing operation, thus improving the flexibility of the virtual joystick display method. Furthermore, by displaying the virtual joystick, the user can control the first virtual object to execute a first event, or cancel the execution of the first event.

[0093] For example, the first threshold may be preset by the developer, set by the user, or automatically adjusted according to the user's operating habits.

[0094] In some embodiments, when the dragging distance of a dragging operation on a virtual joystick is greater than or equal to a first threshold, the first virtual object is controlled to execute a first event.

[0095] In some embodiments, when the dragging distance of a dragging operation on a virtual joystick is less than a first threshold, the first virtual object is controlled to execute a second event.

[0096] In some embodiments, the first trigger area is a region on the user interface. Exemplarily, the first trigger area is a preset region. Exemplarily, the first trigger area is the region centered on the center point of the virtual joystick. Here, the center point of the virtual joystick is considered to be the location of the center of the virtual disk.

[0097] In some embodiments, the first trigger area may also be an area not centered on the center point of the virtual joystick. That is, the position of the first trigger area is independent of the location of the center point of the virtual joystick. For example, the first trigger area is a pre-defined area by the developer, and its position is set by the developer and cannot be changed by the user. For example, the position of the first trigger area can be adjusted by the user, and the first trigger area can be any area on the screen, such as at least one of the following: the left, right, top, or bottom of the virtual joystick. For example, the area of ​​this area is set by the developer and cannot be changed by the user. For example, the area of ​​the first trigger area can be adjusted by the user.

[0098] In some embodiments, the first triggering region is the region where the distance between it and the center point of the virtual joystick is less than a first threshold.

[0099] For example, the first triggering region is the region where the distance between it and the center point of the virtual joystick is less than a first threshold.

[0100] In some embodiments, when the dragging distance of a dragging operation on a virtual joystick is greater than or equal to a first threshold, the first virtual object is controlled to execute a first event. In some embodiments, when the real-time position of the dragging operation is outside a first triggering area, the first virtual object is controlled to execute a first event. For example, when the distance between the real-time position of the dragging operation and the center point of the virtual joystick is greater than or equal to the first threshold, the first virtual object is controlled to execute a first event. For an explanation of the first event, please refer to the following embodiments.

[0101] In some embodiments, when the dragging distance of a dragging operation on a virtual joystick is less than a first threshold, the first virtual object is controlled to execute a second event. In some embodiments, when the real-time position of the dragging operation is within a first triggering area, the first virtual object is controlled to execute a second event. For example, when the distance between the real-time position of the dragging operation and the center point of the virtual joystick is less than a first threshold, the first virtual object is controlled to execute a second event. For an explanation of the first event, please refer to the following embodiments.

[0102] Step 320: In the process of controlling the first virtual object to execute the first event in response to the drag command, if the threshold adjustment condition is met, the first threshold is adjusted to the second threshold. The threshold adjustment condition is the condition that triggers the adjustment of the first threshold.

[0103] In some embodiments, when the threshold adjustment condition is met, the first threshold is adjusted to the second threshold, that is, the range of the first triggering region is adjusted.

[0104] In some embodiments, upon determining that the drag distance is greater than or equal to a first threshold in response to a drag command, a first virtual object is controlled to execute a first event. During the execution of the first event, if a threshold adjustment condition is met, the first threshold is adjusted to a second threshold; the threshold adjustment condition is the condition that triggers the adjustment of the first threshold.

[0105] In some embodiments, during the execution of a first event by controlling a first virtual object via a virtual joystick, if a threshold increase condition is met, the first threshold is increased to a second threshold, where the threshold increase condition is the condition that triggers the increase of the first threshold. At this time, the second threshold is greater than the first threshold.

[0106] In some embodiments, during the execution of a first event by controlling a first virtual object via a virtual joystick, if a threshold reduction condition is met, the first threshold is reduced to a second threshold, where the threshold reduction condition is the condition that triggers the reduction of the first threshold. At this time, the second threshold is less than the first threshold.

[0107] In some embodiments, both the first threshold and the second threshold are non-negative numbers.

[0108] In some embodiments, the threshold adjustment condition is a condition that triggers the adjustment of the first threshold. Exemplarily, the threshold adjustment condition includes at least one of the threshold increase condition and threshold decrease condition described above.

[0109] In some embodiments, during the execution of a first event by controlling a first virtual object via a virtual joystick, the first threshold is adjusted to a second threshold if a threshold adjustment condition is met. In some embodiments, the second threshold is restored to the first threshold if a threshold restoration condition is met. Correspondingly, restoring the second threshold to the first threshold includes: increasing the second threshold to the first threshold, or decreasing the second threshold to the first threshold. See the explanation of the embodiments below for details.

[0110] In some embodiments, the threshold adjustment condition is a condition that triggers the adjustment of the first threshold. Exemplarily, this threshold adjustment condition is a condition related to the object status of the first virtual object. Exemplarily, the object status of the first virtual object changes continuously as the game progresses. Exemplarily, when the object status of the first virtual object meets the preset threshold adjustment condition, the first threshold is adjusted.

[0111] For example, the second threshold is preset by the developer, set by the user, or automatically adjusted according to the user's operating habits.

[0112] In some embodiments, the process of adjusting the first threshold to the second threshold can be instantaneous or gradual (e.g., if the first threshold is 3 and the second threshold is 6, then 3 is first adjusted to 4, then 4 is adjusted to 5, and finally 5 is adjusted to 6). This application does not limit this.

[0113] Step 330: If the dragging distance is greater than or equal to the second threshold, control the first virtual object to continue executing the first event.

[0114] In some embodiments, during the process of controlling the first virtual object to execute the first event via a virtual joystick, the triggering conditions for the first and second events also change because the first threshold is adjusted.

[0115] In some embodiments, if the dragging distance of the dragging operation on the virtual joystick is greater than or equal to a second threshold, the first virtual object is controlled to continue executing the first event.

[0116] For example, this can also be considered as adjusting the first trigger area mentioned above.

[0117] In some embodiments, if the first threshold is considered to be A and the second threshold is considered to be B, then the drag distance during step 320 is a. For example, a is a positive number greater than or equal to A.

[0118] In some embodiments, the drag operation remains unchanged, that is, the drag distance remains constant, still 'a'. For example, when 'a' is greater than or equal to 'B', the first virtual object is controlled to execute a first event. When 'a' is less than 'B', the first virtual object is controlled to execute a second event.

[0119] In some embodiments, if A is less than B, that is, if the first threshold is increased to the second threshold, then if the user needs to control the first virtual object to cancel the execution of the first event.

[0120] If a is greater than A and less than B, then step 340 can be executed without changing the real-time position of the drag operation. That is, if the drag distance is less than the second threshold, the first virtual object is controlled to cancel the execution of the first event.

[0121] If a is greater than B, then the drag distance required for the drag operation needs to be changed from a to at least B, meaning the change in drag distance is at least aB. Compared to before the threshold adjustment, if the user needs to control the first virtual object to cancel the execution of the first event, the drag distance required for the drag operation needs to be changed from a to at least A, meaning the change in drag distance is at least aA.

[0122] Since A is less than B, then aB is less than aA. That is, the change in drag distance after threshold adjustment is smaller than the change in drag distance before threshold adjustment. At this point, if the user wants to cancel the first event, the amount of dragging operation required is also reduced, and the drag distance for the joystick drag point is also smaller. This lowers the difficulty of controlling the first virtual object to cancel the first event, improving the control efficiency of the first virtual object. This method is more user-friendly when the user does not want to control the first virtual object to execute the first event, making it easier to control the first virtual object to cancel the first event (because the amount of operation is small).

[0123] In some embodiments, if A is greater than B, that is, if the first threshold is reduced to the second threshold, then if the user needs to control the first virtual object to cancel the execution of the first event, the dragging distance of the dragging operation needs to be changed from a to at least B, that is, the change in dragging distance is at least aB. Compared to before the threshold adjustment, if the user needs to control the first virtual object to cancel the execution of the first event, the dragging distance of the dragging operation needs to be changed from a to at least A, that is, the change in dragging distance is at least aA.

[0124] Since A is greater than B, then aB is greater than aA. That is, the change in drag distance after threshold adjustment is larger than the change in drag distance before threshold adjustment. At this point, if the user wants to cancel the first event, the amount of dragging operation required also increases, as does the drag distance to the joystick drag point. This increases the difficulty of controlling the first virtual object to cancel the first event, and consequently, the difficulty of controlling the first virtual object to execute the second event, thus enriching the control methods for the first virtual object. This method is more user-friendly when the user does not want to control the first virtual object to execute the second event, making it more difficult to control the first virtual object to execute the second event (due to the large amount of operation required).

[0125] In some embodiments, such as Figure 8 As shown, when the first virtual object 801 is controlled by the virtual joystick 800 to execute the first event (such as keeping the movement), it indicates that the real-time position of the drag operation has been dragged out of the dead zone, that is, the distance between the real-time position of the drag operation and the center point of the virtual joystick is greater than or equal to the first threshold.

[0126] In some embodiments, such as Figure 8 As shown, during the process of controlling the first virtual object 801 to execute the first event via the virtual joystick 800, if the threshold adjustment condition is met, the first threshold is adjusted, that is, the dead zone size is adjusted. For example, the adjusted area is a region with the center point of the virtual joystick as the center and the second threshold as the radius. For example, even if the real-time position 802 of the drag operation is greater than or equal to the first threshold, as long as it is less than the second threshold, the first virtual object is still controlled to cancel the execution of the first event. For example, even if the distance between the real-time position 802 of the drag operation and the center point of the virtual joystick is greater than or equal to the first threshold, and the first event should be executed, the real-time position 802 of the drag operation falls within the adjusted dead zone due to the adjustment of the dead zone range, thus the first virtual object is controlled to cancel the execution of the first event.

[0127] In some embodiments, the first event is movement based on the drag direction. For example, if the distance between the real-time position 802 of the drag operation and the center point of the virtual joystick is greater than or equal to a first threshold, the first virtual object should be controlled to move based on the joystick input direction (drag direction). However, since the dead zone has been adjusted, the real-time position 802 of the drag operation falls within the dead zone, thus ignoring the joystick input direction. In this case, the first virtual object is not controlled to move based on the joystick input direction. For example, the first virtual object is controlled to execute the second event. For example, the first virtual object is controlled to stop moving.

[0128] Step 340: If the dragging distance is less than the second threshold, control the first virtual object to cancel the execution of the first event.

[0129] In some embodiments, if the drag distance is less than or equal to a second threshold, the first virtual object is controlled to cancel the execution of the first event.

[0130] In some embodiments, if the dragging distance of the dragging operation on the virtual joystick is less than a second threshold, the first virtual object is controlled to cancel the execution of the first event.

[0131] In some embodiments, if the dragging distance is less than a second threshold, the first virtual object is controlled to perform a second event.

[0132] The technical solution provided in this application, on the one hand, automatically adjusts the first threshold to the second threshold when the threshold adjustment condition is met. If the dragging distance is greater than or equal to the second threshold, the virtual object continues to execute the first event. If the dragging distance is less than the second threshold, the virtual object cancels the execution of the first event. For example, when the first threshold is large, it is reduced to the second threshold; when the first threshold is small, it is increased to the second threshold. This method combines threshold adjustment, dragging operation, and control of the virtual object to cancel or execute the first event, enriching the human-computer interaction.

[0133] On the other hand, when it is desired to control the virtual object to cancel the execution of the first event, the drag point of the virtual joystick needs to be dragged so that the drag distance is less than a first threshold. When the first threshold is small, making the drag distance less than the first threshold is difficult and requires a high level of operational skill. By increasing the first threshold to a second threshold as proposed in this application embodiment, compared to the previous method, it is only necessary to drag the distance less than the second threshold to control the virtual object to cancel the execution of the first event. Therefore, the operational difficulty is reduced and the control efficiency of the virtual object is improved.

[0134] On the other hand, when controlling the virtual object to continue executing the first event, the dragging distance needs to be greater than or equal to a first threshold. When the first threshold is large, maintaining the dragging distance greater than or equal to it requires a high level of skill. By reducing the first threshold to a second threshold as proposed in this application, compared to the previous method, it is only necessary to maintain the dragging distance greater than or equal to the second threshold to control the virtual object to continue executing the first event. Therefore, the operational requirements are reduced, and the control efficiency of the virtual object is also improved.

[0135] Please refer to Figure 4 The diagram illustrates a flowchart of a virtual object control method provided in another embodiment of this application. The execution entity for each step of this method can be... Figure 1The terminal device 10 in the computer system shown can be a client of the target application described above, where the execution entity of each step is the client of the aforementioned application. In the following method embodiments, for ease of description, the execution entity of each step will be referred to as the "client". The method may include at least one of the following steps (410-460):

[0136] Step 410: Obtain the drag command corresponding to the drag operation. The drag command is used to trigger the first virtual object in the virtual environment to execute the first event when the drag distance of the drag operation is greater than or equal to the first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation.

[0137] Step 420: In the process of controlling the first virtual object to execute the first event in response to the drag command, the first threshold is increased to the second threshold if the threshold adjustment condition is met.

[0138] In some embodiments, when adjusting the first threshold, this application increases the first threshold to the level of the second threshold. That is, the second threshold is greater than the first threshold.

[0139] In some embodiments, if the threshold adjustment conditions are met, the terminal device increases the first threshold to the second threshold.

[0140] In some embodiments, when the threshold adjustment conditions are met, the terminal device sends a threshold adjustment instruction to the server. After receiving the threshold adjustment instruction, the server increases the first threshold to the second threshold.

[0141] In some embodiments, the first trigger region is the area whose distance from the center point of the virtual joystick is less than a first threshold. Exemplarily, this first trigger region is also referred to as a dead zone. Exemplarily, when a threshold adjustment condition is met, the first threshold is increased to a second threshold. That is, the area of ​​the first trigger region becomes larger. At this time, the first trigger region is the area whose distance from the center point of the virtual joystick is less than the second threshold.

[0142] In some embodiments, during the process of controlling a first virtual object to perform a first event via a virtual joystick, the first threshold is increased to a second threshold if the threshold adjustment condition is met.

[0143] In some embodiments, if the first virtual object is not controlled by the virtual joystick to execute the first event, the first threshold is increased to the second threshold if the threshold adjustment condition is met. In some embodiments, regardless of whether the current user controls the first virtual object to execute the first event by the virtual joystick, the first threshold is increased to the second threshold as long as the threshold adjustment condition is met.

[0144] In other embodiments, if the first virtual object is not controlled by the virtual joystick to execute the first event, the first threshold will not be adjusted even if the threshold adjustment condition is met. In some embodiments, the first threshold is increased to the second threshold only if the current user controls the first virtual object to execute the first event via the virtual joystick and the threshold adjustment condition is met. Conversely, if the current user does not control the first virtual object to execute the first event via the virtual joystick, the first threshold will not be adjusted regardless of whether the threshold adjustment condition is met.

[0145] In some embodiments, there are several ways to adjust the first threshold.

[0146] For example, if the threshold adjustment conditions are met, the first threshold is instantly changed to the second threshold. For example, the adjustment is performed once.

[0147] For example, when the threshold adjustment condition is met, the first threshold is adjusted to the second threshold through N adjustments, where N is an integer greater than 1. For example, the total magnitude of these N adjustments is the difference between the second threshold and the first threshold (i.e., the second threshold minus the first threshold). For example, N is a preset value. For example, the adjustment magnitude is the same for each of these N adjustments. For example, the adjustment magnitude can be different for any two adjustments in these N adjustments. For example, the adjustment magnitude of each adjustment in the first n adjustments of the N adjustments is greater than the adjustment magnitude of each adjustment in the last m adjustments of the N adjustments. For example, n and m are positive integers less than N. For example, the adjustment magnitude of each adjustment in the first n adjustments of the N adjustments is less than the adjustment magnitude of each adjustment in the last m adjustments of the N adjustments. For example, n and m are positive integers less than N.

[0148] For example, when the threshold adjustment conditions are met, an adjustment confirmation control is displayed on the user interface. In response to an operation on this adjustment confirmation control, the adjustment of the first threshold is confirmed. For example, the adjustment confirmation control is a UI control.

[0149] The technical solution provided in this application increases the first threshold, thereby increasing the first triggering area, i.e., increasing the dead zone, which enables the rapid cancellation of the first event and improves the efficiency of canceling the first event.

[0150] In some embodiments, the second threshold is a preset value; or, the second threshold is determined in real time based on the object status of the first virtual object in the virtual environment.

[0151] In some embodiments, the second threshold is fixed and remains unchanged. Exemplarily, the second threshold is a preset value. Exemplarily, the second threshold can be set by the user (player). Exemplarily, the second threshold is set by the user during a game. Exemplarily, the second threshold is set by the user before a game. Exemplarily, the second threshold can also be set by the developer during development. As long as the user enables the threshold adjustment function, the value of the second threshold is the value set by the developer.

[0152] In some embodiments, the second threshold is dynamically changed. For example, the second threshold is determined in real time based on the object status of the first virtual object in the virtual environment.

[0153] For example, "object situation" refers to situations related to virtual objects. For example, the object situation of the first virtual object in the virtual environment includes at least one of the following: object attributes of the first virtual object, and object attributes of other objects related to the first virtual object. For example, object attributes include at least one of the following: health points, number of attackers, and resources acquired. For example, other objects related to the first virtual object include friendly virtual objects belonging to the same faction as the first virtual object, and enemy virtual objects belonging to a different faction than the first virtual object.

[0154] In some embodiments, the second threshold is positively correlated with the object attribute of the first virtual object. For example, the larger the value of the object attribute of the first virtual object, the larger the second threshold. For example, the smaller the value of the object attribute of the first virtual object, the smaller the second threshold. Of course, the second threshold is still greater than the first threshold.

[0155] In some embodiments, the second threshold is positively or negatively correlated with the object attributes of other objects. In some embodiments, the second threshold is positively correlated with the object attributes of friendly virtual objects. For example, the larger the value of the object attribute of a friendly virtual object, the larger the second threshold. For example, the smaller the value of the object attribute of a friendly virtual object, the smaller the second threshold. In some embodiments, the second threshold is negatively correlated with the object attributes of enemy virtual objects. For example, the larger the value of the object attribute of an enemy virtual object, the smaller the second threshold. For example, the smaller the value of the object attribute of an enemy virtual object, the larger the second threshold.

[0156] The technical solution provided in this application embodiment allows for two methods of determining the second threshold: one is pre-setting, and the other is determining it in real time based on the object's condition. When the second threshold is pre-set, the first threshold can be quickly increased to the second threshold. When the second threshold is determined in real time based on the object's condition, the determined second threshold is closely related to the object's condition in the virtual environment, ensuring a high correlation and closeness between the determined second threshold and the real-time situation, thereby improving the flexibility and accuracy of adjusting the first threshold.

[0157] In some embodiments, the threshold adjustment conditions include at least one of the following: a first virtual object is in a first state, the first state including at least one of the following: skill release state, immobile state, team battle state; a second virtual object is in the first state, the second virtual object being a virtual object in the virtual environment that is in the same or different faction as the first virtual object; and an operation is received on a first adjustment control, the first adjustment control being a user interface control for adjusting the first threshold.

[0158] For example, the first state is a skill release state. For example, at this time, the user controls the first virtual object to release a skill. For example, the skills released by the first virtual object include, but are not limited to: normal attack skills, stun skills, throwing skills, etc. This application does not limit the skills released by the first virtual object. For example, a skill control is displayed on the UI interface. For example, in response to an operation on the skill control, the first virtual object is controlled to release a skill. For example, the first virtual object is considered to be in a skill release state during the skill release process and for a period of time after the skill release. For example, the first virtual object is considered to be in a skill release state during the skill release process and for a period of time less than or equal to a fifth threshold after the skill release.

[0159] For example, the first state is an immobile state. For example, the immobile state is a state in which the virtual object cannot move. For example, the first state can also be a state in which the first virtual object or the second virtual object is stationary or remains in its position. For example, when the first virtual object or the second virtual object is attacked by a stun skill from an enemy virtual object, the first virtual object or the second virtual object is in a stunned state, that is, an immobile state.

[0160] For example, the first state is a team battle state. For example, a team battle is considered to have occurred when multiple virtual objects are attacking each other. For example, when the first virtual object or the second virtual object participates in this multi-person attack, the first virtual object or the second virtual object is considered to be in a team battle state.

[0161] In some embodiments, if the first virtual object or the second virtual object is in the first state, the threshold adjustment condition is considered to be met.

[0162] In some embodiments, the user may also manually decide whether to perform a threshold adjustment. Exemplarily, a first adjustment control is displayed on the UI. Exemplarily, the first adjustment control is always displayed on the UI. Exemplarily, when the user wants to adjust the threshold, an operation is performed on the first adjustment control. Exemplarily, the first adjustment control may not always be displayed on the UI; it may only be displayed when either the first virtual object or the second virtual object is in the first state. Exemplarily, when the user wants to adjust the threshold, an operation is performed on the first adjustment control.

[0163] In some embodiments, operations on the first adjustment control include, but are not limited to, clicking, long-pressing, double-clicking, etc., on the first adjustment control. This application does not limit the type of operation on the first adjustment control.

[0164] In some embodiments, such as Figure 8 As shown, when using a skill (fire breath), i.e., in the skill release state, the dead zone is increased to prevent overshooting or turning around. At this time, the finger is at the edge of the movement joystick, but still within the expanded dead zone. This is considered as no movement direction input, and the character stops moving. When the skill ends, the dead zone returns to normal, and the character returns to the normal movement state.

[0165] The technical solutions provided in this application offer multiple possible scenarios for threshold adjustment conditions, demonstrating the diversity of threshold adjustment conditions and satisfying different user needs. This reflects the flexibility and diversity of threshold adjustment, enriching the forms of human-computer interaction.

[0166] Step 430: If the dragging distance is greater than or equal to the second threshold, control the first virtual object to continue executing the first event.

[0167] Step 440: If the dragging distance is less than the second threshold, control the first virtual object to cancel the execution of the first event.

[0168] In some embodiments, in response to a press operation, a virtual joystick is displayed with the press position as the center point, and a drag operation starts from the press position. This is explained in the above embodiments and will not be repeated here. In some embodiments, in response to a press operation, a virtual joystick is displayed with the press position as the center point, and a drag operation is an operation on the virtual joystick, with the starting position of the drag operation being the center point of the virtual joystick.

[0169] In some embodiments, the virtual joystick is further used to control the first virtual object to perform a second event, which is different from the first event. In some embodiments, the drag command is further used to trigger the first virtual object to perform the second event when the drag distance of the drag operation is less than a first threshold.

[0170] In some embodiments, after adjusting the first threshold to the second threshold, if the dragging distance is less than the second threshold, the first virtual object is controlled to execute the second event.

[0171] The technical solution provided in this application embodiment controls the first virtual object to execute a second event when the drag position of the drag operation is within the first trigger area, and controls the first virtual object to execute a first event when the drag position of the drag operation moves from within the first trigger area to outside the first trigger area. Switching between two different events can be achieved through a single virtual joystick, enriching the control methods for virtual objects.

[0172] In some embodiments, the first event is movement in the virtual environment based on the drag direction of the drag operation, where the drag direction is the direction from the center point of the virtual joystick to the real-time position of the drag operation. In some embodiments, the second event is stopping the movement. In some embodiments, the first event is movement in the virtual environment based on the drag direction of the drag operation, where the drag direction is the direction from the starting position of the drag operation to the real-time position of the drag operation.

[0173] In some embodiments, when the first event is executed, the first virtual object is controlled to move in a first direction in the virtual environment, the first direction being related to the drag direction of the drag operation.

[0174] First, the first direction and the dragging direction will be explained as follows.

[0175] The first direction refers to the direction of movement of the first virtual object within the virtual environment. If the virtual environment is three-dimensional or 2.5-dimensional, then when displaying the virtual environment, it needs to be mapped onto a two-dimensional plane to obtain the displayed image. Therefore, when the first virtual object moves in the virtual environment in the first direction, after mapping to the two-dimensional plane, the direction of movement displayed on the virtual environment's screen becomes the mapped first direction, which is the direction of movement shown to the user through the two-dimensional plane. When the virtual environment itself is a two-dimensional virtual environment, since the two-dimensional virtual environment is already on a two-dimensional plane, the first direction does not need to be mapped, or it can be understood that the mapped first direction and the first direction are the same direction.

[0176] The dragging direction is from the center point of the virtual joystick to the real-time position of the dragging operation. Taking point 'a' as the center point of the virtual joystick, when the real-time position of the dragging operation is point 'b', the dragging direction is from point 'a' to point 'b'. When the real-time position of the dragging operation moves from point 'b' to point 'c', the dragging direction is from point 'a' to point 'c'. For example, regardless of how the real-time position of the dragging operation changes, the dragging direction is always from the center point of the virtual joystick to the real-time position of the dragging operation.

[0177] For example, the first direction is related to the drag direction of the drag operation. For example, when the virtual environment is a three-dimensional or 2.5-dimensional virtual environment, the mapped first direction is the same as the drag direction of the drag operation. For example, when the virtual environment is a two-dimensional virtual environment, the first direction is the same as the drag direction of the drag operation. That is, the movement direction (mapped first direction) of the first virtual object finally presented on the screen of the virtual environment (to the user) is the same as the drag direction of the drag operation.

[0178] It should be noted that the phrase "the first virtual object moves in the first direction" in this application does not mean changing the orientation of the first virtual object, but rather moving in the first direction without changing its orientation. For example, if the first direction is left and the first virtual object is currently facing forward, controlling the first virtual object to move in the first direction keeps it facing forward while controlling its entire body to move to the left, thus achieving the effect of dodging to the left.

[0179] In some embodiments, the real-time position of the drag operation and the position of the first trigger area are obtained. It is determined whether the real-time position of the drag operation falls within the first trigger area. If it does, the real-time position of the drag operation is considered to be within the first trigger area. If it does not fall within the first trigger area, the real-time position of the drag operation is considered to be outside the first trigger area.

[0180] In some embodiments, the first event is moving in a first movement state in the virtual environment, and the second event is moving in a second movement state in the virtual environment. The movement speed of the first virtual object in the second movement state is less than the movement speed of the first virtual object in the first movement state.

[0181] In some embodiments, the second movement state and the first movement state correspond to two different states. For example, the second movement state and the first movement state differ in at least one of the following: movement speed, attack speed during movement, sensitivity during movement, and defense value during movement.

[0182] In some embodiments, the movement speed of the first virtual object in the second movement state is less than the movement speed of the first virtual object in the first movement state. The movement speed of the first virtual object in the second movement state is y1, and the movement speed of the first virtual object in the first movement state is y2, where y1 is less than y2, and both y1 and y2 are non-negative numbers.

[0183] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the movement speed of the first virtual object is increased from y1 to y2. See the following embodiment for an explanation of the first trigger area.

[0184] In other embodiments, the attack speed of the first virtual object in the second movement state is less than the attack speed of the first virtual object in the first movement state. The attack speed of the first virtual object in the second movement state is g1, and the attack speed of the first virtual object in the first movement state is g2, where g1 is less than g2, and both g1 and g2 are positive numbers.

[0185] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the attack speed when controlling the movement of the first virtual object is increased from g1 to g2.

[0186] In other embodiments, the sensitivity of the first virtual object moving in the second movement state is less than the sensitivity of the first virtual object moving in the first movement state. The sensitivity of the first virtual object moving in the second movement state is l1, and the sensitivity of the first virtual object moving in the first movement state is l2, where l1 is less than l2, and both l1 and l2 are non-negative numbers.

[0187] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the sensitivity of controlling the movement of the first virtual object is increased from l1 to l2.

[0188] In other embodiments, the defense value of the first virtual object moving in the second movement state is less than the defense value of the first virtual object moving in the first movement state. The defense value of the first virtual object moving in the second movement state is f1, and the defense value of the first virtual object moving in the first movement state is f2, where f1 is less than f2, and both f1 and f2 are non-negative numbers.

[0189] For example, when the real-time position of the drag operation moves from within the first trigger area to outside the first trigger area, the defense value when controlling the movement of the first virtual object is increased from f1 to f2.

[0190] In some embodiments, the first virtual object in the first moving state moves at a constant speed. In some embodiments, the first virtual object in the second moving state remains stationary (i.e., its moving speed is 0).

[0191] The technical solution provided in this application, when the drag position of the drag operation is within the first trigger area, controls the first virtual object to stop moving, that is, to remain stationary. When the drag position of the drag operation moves from within the first trigger area to outside the first trigger area, controls the first virtual object to move in the virtual environment based on the drag direction. Switching between movement and stopping movement can be achieved through a single virtual joystick, enriching the control methods for virtual objects.

[0192] Step 450: Display a prompt message. The prompt message is used to indicate that the first threshold is adjusted to the second threshold. The prompt message includes at least one of the following: text prompt message, sound prompt message, and graphic prompt message.

[0193] In some embodiments, a prompt message is displayed on the UI interface. For example, the prompt message is displayed only after the first threshold has been fully adjusted to the second threshold. Alternatively, the prompt message is displayed during the adjustment of the first threshold. In some embodiments, the prompt message also indicates the progress of the adjustment of the first threshold.

[0194] In some embodiments, the prompt message is a text prompt message. For example, the specific text content of the text prompt message is not limited. For example, the text content in the text prompt message may be "The first threshold has been adjusted to the second threshold," "Adjustment completed," etc.

[0195] In some embodiments, the prompt message is an audio prompt. For example, step 450 can be considered as playing the audio prompt. For example, the text content corresponding to the audio prompt might be phrases like "The first threshold has been adjusted to the second threshold," or "Adjustment complete."

[0196] In some embodiments, the prompt message is a graphical prompt message. Exemplarily, the specific shape of the graphical prompt message is not limited. Exemplarily, the graphical prompt message may be at least one of a progress bar, a ring, a setting icon, etc.

[0197] The technical solution provided in this application, by displaying a prompt message, notifies the user that the first threshold has been adjusted to the second threshold. This improves the user's awareness of the threshold adjustment and enhances the efficiency of controlling virtual objects.

[0198] Step 460: If the threshold recovery condition is met, adjust the second threshold to the third threshold. The threshold recovery condition is the condition that triggers the adjustment of the second threshold.

[0199] In some embodiments, after adjusting the first threshold, that is, adjusting the first threshold to the second threshold, there is a possibility of adjusting it back again. For example, if the threshold recovery condition is met, the second threshold is adjusted to the third threshold. For example, the third threshold is any value within the closed interval formed by the first threshold and the second threshold. For example, the third threshold is equal to the first threshold.

[0200] In some embodiments, if the second threshold is greater than the first threshold, the third threshold is less than the second threshold. In some embodiments, if the second threshold is less than the first threshold, the third threshold is greater than the second threshold.

[0201] In some embodiments, the threshold recovery condition is a condition that triggers the adjustment of the second threshold to a third threshold. Exemplarily, this threshold recovery condition is a condition related to the object status of the first virtual object. Exemplarily, the object status of the first virtual object changes continuously as the game progresses. Exemplarily, when the object status of the first virtual object meets the preset threshold recovery condition, the second threshold is adjusted.

[0202] For example, the third threshold is preset by the developer, set by the user, or automatically adjusted according to the user's operating habits.

[0203] In some embodiments, the process of adjusting the second threshold to the third threshold can be instantaneous or gradual (e.g., if the second threshold is 6 and the third threshold is 3, then first adjust 6 to 5, then adjust 5 to 4, and finally adjust 4 to 3). This application does not limit this.

[0204] In some embodiments, the second threshold is reduced to a third threshold, wherein the third threshold is the same as or different from the first threshold.

[0205] In some embodiments, when adjusting the third threshold, this application reduces the second threshold to the third threshold. That is, the third threshold is less than the second threshold.

[0206] In some embodiments, if the threshold recovery condition is met, the terminal device reduces the second threshold to the third threshold.

[0207] In some embodiments, when the threshold recovery condition is met, the terminal device sends a threshold adjustment instruction to the server. After receiving the threshold adjustment instruction, the server reduces the second threshold to the third threshold.

[0208] In some embodiments, the first trigger region is the area whose distance from the center point of the virtual joystick is less than a second threshold. Exemplarily, this first trigger region is also referred to as a dead zone. Exemplarily, if the threshold recovery condition is met, the second threshold is reduced to a third threshold. That is, the area of ​​the first trigger region becomes smaller. At this time, the first trigger region is the area whose distance from the center point of the virtual joystick is less than the third threshold.

[0209] In some embodiments, if the threshold recovery condition is met, the second threshold is reduced to the third threshold.

[0210] In some embodiments, there are several ways to adjust the second threshold.

[0211] For example, if the threshold recovery condition is met, the second threshold is instantaneously changed to the third threshold. For example, the adjustment is performed once.

[0212] For example, when the threshold recovery condition is met, the second threshold is adjusted to the third threshold through N adjustments, where N is an integer greater than 1. For example, the total magnitude of these N adjustments is the difference between the second and third thresholds (i.e., the second threshold minus the third threshold). For example, N is a preset value. For example, the adjustment magnitude is the same for each of these N adjustments. For example, the adjustment magnitude can be different for any two adjustments in these N adjustments. For example, the adjustment magnitude of each adjustment in the first n adjustments of the N adjustments is greater than the adjustment magnitude of each adjustment in the last m adjustments of the N adjustments. For example, n and m are positive integers less than N. For example, the adjustment magnitude of each adjustment in the first n adjustments of the N adjustments is less than the adjustment magnitude of each adjustment in the last m adjustments of the N adjustments. For example, n and m are positive integers less than N.

[0213] For example, if the threshold recovery condition is met, an adjustment confirmation control is displayed on the user interface. In response to an operation on this adjustment confirmation control, the adjustment of the second threshold is confirmed. For example, the adjustment confirmation control is a UI control.

[0214] The technical solution provided in this application, by adjusting the second threshold to the third threshold, achieves threshold recovery after threshold adjustment. Furthermore, corresponding to increasing the first threshold to the second threshold, decreasing the second threshold to the third threshold reduces the first trigger area, i.e., the dead zone, thereby achieving threshold recovery, ensuring stable game operation, and guaranteeing control efficiency and effectiveness for virtual objects.

[0215] In some embodiments, the third threshold is a preset value; or, the third threshold is determined in real time based on the object status of the first virtual object in the virtual environment.

[0216] In some embodiments, the third threshold is fixed and remains unchanged. Exemplarily, the third threshold is a preset value. Exemplarily, the third threshold can be set by the user (player). Exemplarily, the third threshold is set by the user during a game. Exemplarily, the third threshold is set by the user before a game. Exemplarily, the third threshold can also be set by the developer during development. As long as the user enables the threshold restoration function, the value of the third threshold is the value set by the developer.

[0217] In some embodiments, the third threshold is dynamically changed. For example, the third threshold is determined in real time based on the object status of the first virtual object in the virtual environment.

[0218] For example, "object situation" refers to situations related to virtual objects. For example, the object situation of the first virtual object in the virtual environment includes at least one of the following: object attributes of the first virtual object, and object attributes of other objects related to the first virtual object. For example, object attributes include at least one of the following: health points, number of attackers, and resources acquired. For example, other objects related to the first virtual object include friendly virtual objects belonging to the same faction as the first virtual object, and enemy virtual objects belonging to a different faction than the first virtual object.

[0219] In some embodiments, the third threshold is positively correlated with the object attributes of the first virtual object. For example, the larger the value of the object attribute of the first virtual object, the larger the third threshold. For example, the smaller the value of the object attribute of the first virtual object, the smaller the third threshold. Of course, the third threshold is still less than the second threshold.

[0220] In some embodiments, the third threshold is positively or negatively correlated with the object attributes of other objects. In some embodiments, the third threshold is positively correlated with the object attributes of friendly virtual objects. For example, the larger the value of the object attribute of a friendly virtual object, the larger the third threshold. For example, the smaller the value of the object attribute of a friendly virtual object, the smaller the third threshold. In some embodiments, the third threshold is negatively correlated with the object attributes of enemy virtual objects. For example, the larger the value of the object attribute of an enemy virtual object, the smaller the third threshold. For example, the smaller the value of the object attribute of an enemy virtual object, the larger the third threshold.

[0221] The technical solution provided in this application embodiment allows for two methods of determining the third threshold: one is pre-setting, and the other is determining it in real time based on the object's situation. When the third threshold is pre-set, the second threshold can be quickly reduced to the third threshold since it is predetermined. When the third threshold is determined in real time based on the object's situation, the determined third threshold is closely related to the object's situation in the virtual environment, ensuring a high correlation and closeness between the determined third threshold and the real-time situation, thereby improving the flexibility and accuracy of adjusting the second threshold.

[0222] In some embodiments, the threshold recovery condition includes at least one of the following: the first virtual object is in a second state, the second state including at least one of the following: a stopped skill release state, a moving state, or a team battle exit state; the second virtual object is in a second state, the second virtual object being a virtual object in the virtual environment that is in the same or different faction as the first virtual object; and an operation is received on a second adjustment control, the second adjustment control being a user interface control for adjusting the second threshold.

[0223] For example, the second state is a stopped skill release state. For example, at this time, the user does not control the first virtual object to release the skill. In response to the operation on the skill control, the first virtual object is controlled to release the skill. For example, the first virtual object is considered to be in a skill release state during the skill release process and for a certain period of time after the skill release. For example, the first virtual object is considered to be in a stopped skill release state for a period of time greater than a fifth threshold after the skill release.

[0224] For example, the second state is a state of remaining in motion. For example, the state of remaining in motion is the state in which the virtual object remains in motion. For example, the second state could also be a state in which either the first or second virtual object is in motion.

[0225] For example, the second state is the "exit from team battle" state. For example, a team battle is considered to have occurred when multiple virtual objects are attacking each other. For example, the first or second virtual object is considered to be in the "exit from team battle" state when it is not involved in the multi-person attack, or when the multi-person attack has ended.

[0226] In some embodiments, if the first virtual object or the second virtual object is in the second state, the threshold recovery condition is considered to be met.

[0227] In some embodiments, the user may also manually decide whether to adjust the threshold. Exemplarily, a second adjustment control is displayed on the UI. Exemplarily, this second adjustment control is always displayed on the UI. Exemplarily, when the user wants to adjust the threshold, an operation is performed on the second adjustment control. Exemplarily, the second adjustment control may not always be displayed on the UI; it may only be displayed when either the first virtual object or the second virtual object is in the second state. Exemplarily, when the user wants to adjust the threshold, an operation is performed on the second adjustment control.

[0228] In some embodiments, operations on the second adjustment control include, but are not limited to, clicking, long-pressing, double-clicking, etc. This application does not limit the type of operation performed on the second adjustment control.

[0229] The technical solutions provided in this application offer multiple possible scenarios for threshold recovery conditions, demonstrating the diversity of threshold recovery conditions and satisfying different user needs. This reflects the flexibility and diversity of threshold recovery, enriching human-computer interaction methods and improving the control efficiency of virtual objects.

[0230] Please refer to Figure 5 The diagram illustrates a flowchart of a virtual object control method provided in another embodiment of this application. The execution entity for each step of this method can be... Figure 1 The terminal device 10 in the computer system shown can be a client of the target application described above, where the execution entity of each step is the client of the aforementioned application. In the following method embodiments, for ease of description, the execution entity of each step will only be referred to as the "client". The method may include at least one of the following steps (510-560):

[0231] Step 510: Obtain the drag command corresponding to the drag operation. The drag command is used to trigger the first virtual object in the virtual environment to execute the first event when the drag distance of the drag operation is greater than or equal to the first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation.

[0232] Step 520: In the process of controlling the first virtual object to execute the first event in response to the drag command, the first threshold is adjusted to the second threshold if the threshold adjustment condition is met.

[0233] The threshold adjustment condition is the condition that triggers the adjustment of the first threshold.

[0234] Step 530: If the dragging distance is greater than or equal to the second threshold, control the first virtual object to continue executing the first event.

[0235] Step 540: If the dragging distance is less than the second threshold, control the first virtual object to cancel the execution of the first event.

[0236] Step 550: The threshold adjustment interface is displayed. The threshold adjustment interface is used to set the second threshold.

[0237] In some embodiments, the second threshold is a value set by the user. For example, the value of the second threshold is set through a threshold adjustment interface.

[0238] In some embodiments, the threshold adjustment interface can be accessed by the user before or during a game. For example, when the threshold adjustment interface is accessed before a game, it can be displayed in full screen. For example, when the user accesses the threshold adjustment interface during a game, it can be displayed in a non-full-screen format, such as as a pop-up window.

[0239] In some embodiments, a threshold adjustment control is displayed on the threshold adjustment interface. Exemplarily, the threshold adjustment control is a user interface control on the threshold adjustment interface used to set a second threshold. Exemplarily, the threshold adjustment control is a UI control.

[0240] Step 560: In response to an operation on the threshold adjustment control on the threshold adjustment interface, display threshold indication information. The threshold indication information is used to indicate a second threshold. The threshold adjustment control is a user interface control on the threshold adjustment interface used to set the second threshold.

[0241] In some embodiments, the operation on the threshold adjustment control on the threshold adjustment interface is an operation for setting a second threshold. Exemplarily, the operation on the threshold adjustment control on the threshold adjustment interface includes, but is not limited to, clicking, dragging, inputting, etc., on the threshold adjustment control. Exemplarily, the type of operation on the threshold adjustment control on the threshold adjustment interface is not limited.

[0242] The technical solution provided in this application embodiment enables the self-setting of the second threshold through the threshold adjustment interface and the threshold adjustment control on the threshold adjustment interface, which reflects the flexibility of the second threshold setting and ensures the efficiency of the second threshold setting.

[0243] In some embodiments, the threshold adjustment control includes a slider and a slider located on the slider. For example, as shown below... Figure 9As shown, the threshold adjustment control includes a slider 902 and a slider 901 located on the slider. For example, a second threshold is determined based on the position of the slider 901, and the area of ​​a dead zone 903 with a radius equal to the second threshold is displayed. For example, the area of ​​the dead zone 903 changes when the slider 901 falls at different positions on the slider 902.

[0244] For example, the size of the dead zone (i.e., the first trigger area) of the joystick can be adjusted in the settings to obtain the best feel (reduce the difficulty of stopping the movement and reduce the impact on normal movement).

[0245] For example, the slider can slide on the slider bar. For example, one end of the slider bar represents a first value, and the other end represents a second value. For example, the left end of the slider bar represents the first value, and the right end of the slider bar represents the second value. For example, the slider can slide on the slider bar to represent any value between the first value and the second value.

[0246] In some embodiments, the operation on the threshold adjustment control is an operation on the slider (such as a sliding operation), the slider is used to determine a second threshold between a first value and a second value, the first value being the minimum value of the drag distance and the second value being the maximum value of the drag distance.

[0247] In some embodiments, the first and second values ​​are preset values. For example, the first value is the minimum drag distance, such as 0. For example, the second value is the maximum drag distance, such as the radius of the virtual disk in a virtual joystick.

[0248] In some embodiments, the first value is the minimum drag distance, that is, the minimum drag distance for dragging the virtual joystick. In some embodiments, the second value is the maximum drag distance, that is, the maximum drag distance for dragging the virtual joystick.

[0249] In some embodiments, the second threshold may be either the minimum or maximum value of the drag distance for the drag operation of the virtual joystick.

[0250] The technical solution provided in this application embodiment uses a slider and a slider to determine the second threshold, which can improve the setting speed of the second threshold and ensure the setting efficiency of the second threshold.

[0251] In some embodiments, the threshold adjustment condition includes: the first virtual object is located in a first region in the virtual environment, the first region is determined based on the object situation in the virtual environment, the first region is a region in which the number of third virtual objects is greater than or equal to a fourth threshold, and the third virtual object includes at least one of the following: a virtual object that is in the same faction as the first virtual object, a virtual object that is in a different faction from the first virtual object, or a non-player virtual character.

[0252] For example, in addition to the types mentioned above, the threshold adjustment conditions also include the following.

[0253] For example, the threshold adjustment condition is that the first virtual object is located in a first region within the virtual environment. For example, the first region is determined based on the object situation in the virtual environment. For example, the first region is a region where the number of included third virtual objects is greater than or equal to a fourth threshold. For example, the third virtual object includes at least one of the following: a virtual object belonging to the same faction as the first virtual object, a virtual object belonging to a different faction than the first virtual object, or a non-player virtual character. For example, the object situation in the virtual environment is obtained, and the number of objects in different regions of the virtual environment is determined. When the number of third objects in a region (such as a circular region with a set radius) is greater than or equal to the fourth threshold, that region is determined to be the first region. For example, once it is determined that the first virtual object is located in the first region, the threshold adjustment condition is considered satisfied.

[0254] In some embodiments, the value of the second threshold is positively correlated with the number of third virtual objects included in the first region.

[0255] For example, the more third virtual objects included in the first region, the larger the value of the second threshold. For example, the fewer third virtual objects included in the first region, the smaller the value of the second threshold.

[0256] The technical solution provided in this application, by determining a first region in real time based on the object situation in the virtual environment, and further determining whether a first virtual object is located within that first region, determines whether a threshold adjustment condition is met, thereby triggering the adjustment of the first threshold. Combining the threshold adjustment of the first virtual object with the region where the first virtual object is located demonstrates the diversity of the threshold adjustment triggering conditions and its correlation with the real-time object situation.

[0257] In some embodiments, during the process of adjusting the first threshold to the second threshold, an adjustment animation from the first threshold to the second threshold is displayed, the adjustment animation including a movement animation from the first boundary line to the second boundary line; wherein, the first boundary line is a circular boundary line with the center point of the virtual joystick (or the starting position of the drag operation) as the center and the first threshold as the radius; the second boundary line is a circular boundary line with the center point of the virtual joystick (or the starting position of the drag operation) as the center and the second threshold as the radius.

[0258] For example, during the process of adjusting the first threshold to the second threshold, an adjustment animation is displayed, that is, a movement animation from the first boundary line to the second boundary line is displayed.

[0259] For example, when the first threshold is adjusted instantaneously, the first boundary line instantly moves to the second boundary line. For example, the second boundary line appears simultaneously with the disappearance of the first boundary line.

[0260] For example, when the first threshold is adjusted step by step, the first boundary line moves multiple times until it moves to the second boundary line.

[0261] In some embodiments, when the second boundary line is triggered to be displayed, the control terminal device generates vibration feedback.

[0262] For example, when the second boundary line is triggered for display, it indicates that the first threshold has been adjusted to the second threshold. For example, when the first threshold has been adjusted to the second threshold, the control terminal device generates vibration feedback.

[0263] In some embodiments, the second boundary line is displayed differently from the first boundary line.

[0264] For example, distinguishing the second boundary line from the first boundary line includes displaying the first boundary line in a first display style and the second boundary line in a second display style. The first display style and the second display style are different. For example, the display brightness of the second display style is greater than that of the first display style. For example, the display contrast of the second display style is greater than that of the first display style. For example, the display transparency of the second display style is less than that of the first display style.

[0265] The technical solution provided in this application enriches the display format of the screen by displaying adjustment animations, improves the user's dynamic perception of the adjustment threshold, and helps to improve the user's game experience and enrich the human-computer interaction.

[0266] In some embodiments, after the first threshold is adjusted to the second threshold, a threshold adjustment mark carried by the first virtual object is displayed on the second client. The threshold adjustment mark is used to indicate that the first threshold on the first client is adjusted to the second threshold. The first client is a client used to control the first virtual object, and the second client is a client used to control the fourth virtual object. The fourth virtual object is a virtual object located in the virtual environment and belonging to the same camp as the first virtual object.

[0267] For example, after adjusting the first threshold to the second threshold on the first client, a threshold adjustment marker is displayed on the first virtual object shown on the second client. That is, if a player adjusts the first threshold to the second threshold on their first client, a threshold adjustment marker will be displayed for the first virtual object on their teammate's client. This demonstrates how the player informs their teammate that they have adjusted the first threshold.

[0268] For example, the threshold adjustment marker is a preset marker, such as at least one of preset icons, graphics, signs, etc.

[0269] The technical solution provided in this application improves the interaction between players and teammates by displaying threshold adjustment markers on teammates' clients, which helps to enrich the forms of human-computer interaction and improve the efficiency of human-computer interaction.

[0270] In some embodiments, since the game employs a frame synchronization mechanism, this solution involves three technical layers: the presentation layer, the logic layer, and the server. Both the presentation layer and the logic layer reside within the game client. The logic layer is unaware of the presentation layer, meaning it cannot access any presentation layer data. The presentation layer can easily access logic layer data, but it cannot modify the logic layer's logic. Any modification to the logic layer requires sending a message to the server, which then forwards the request to all clients. Each client's logic layer then processes the request uniformly, ensuring the consistency of the client's logic.

[0271] In some embodiments, such as Figure 12 The diagram shown is a block diagram of a virtual object control method provided in one embodiment of this application. It mainly consists of three logical parts: triggering subsequent joystick dead zone adjustment, adjustment taking effect during joystick operation, and ending subsequent joystick dead zone adjustment.

[0272] Step S1: Moving the joystick triggers subsequent joystick dead zone adjustment (i.e., adjusting the first threshold).

[0273] When certain triggering conditions (i.e. threshold adjustment conditions) are met at the logic layer, a message is sent to the presentation layer to adjust the dead zone parameters of the movement joystick. Only players who meet the conditions will trigger the adjustment.

[0274] Players can freely adjust the movement joystick dead zone parameters in the operation settings interface, and the settings are saved on the server. When adjusting the parameters in the operation settings interface, a prompt will appear showing the specific range of the movement joystick dead zone, and the image size will change according to the size of the movement joystick dead zone. For example, as shown... Figure 10 As shown, when adjusting the settings interface, a prompt interface 1000 will be given to indicate the specific range of the dead zone of the joystick, which is the threshold adjustment interface mentioned above.

[0275] Step S2 (not shown in the figure) is adjusted when moving the joystick.

[0276] The joystick's current state is recorded during operation.

[0277] Step S2.1: Press the movement joystick. The joystick's current state is InDeadZone.

[0278] When the button is pressed, the current state is set to InDeadZone. When the joystick moves out of the default dead zone, the player can move using the joystick.

[0279] Step S2.2: Move the joystick to remove the dead zone of the subsequent joystick. The current state of the joystick is OutMoveDeadZone, and it can be moved.

[0280] When the joystick is dragged out of the dead zone of the subsequent joystick, the current state of the joystick is set to OutMoveDeadZone, and the player can move using the joystick.

[0281] For example, such as Figure 11 As shown, when the real-time position of the drag operation is outside the dead zone 1100, the joystick's current state is OutMoveDeadZone, which is the movable state. At this time, if the drag distance is greater than the second threshold, the virtual object is controlled to execute the first event, that is, the virtual object is controlled to move based on the joystick input direction.

[0282] Step S2.3: Drag the joystick back to the dead zone of the subsequent joystick. The current state of the joystick is InMoveDeadZone, and it stops moving.

[0283] When the movement joystick returns to the dead zone of the subsequent movement joystick, the current state of the joystick is set to InMoveDeadZone, and the player stops moving in this state.

[0284] For example, such as Figure 11 As shown, when the real-time position of the drag operation is within the dead zone 1100, the joystick's current state is InMoveDeadZone, which means it has stopped moving. At this time, if the drag distance is less than the second threshold, the virtual object is controlled to execute the second event, which means the virtual object is controlled to stop moving.

[0285] Step S3: Restore the dead zone of the subsequent joystick movement.

[0286] When certain triggering conditions are met at the logic layer (such as when a skill ends), a message is sent to the presentation layer to end the subsequent adjustment of the movement joystick dead zone parameters. Only players who meet the conditions will turn off the adjustment.

[0287] The technical solution provided in this application embodiment reduces the difficulty of stopping movement under specific triggering conditions; does not affect normal movement operation; and allows the feel (size of the dead zone of the subsequent movement joystick) to be set by the user.

[0288] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.

[0289] Please refer to Figure 13 This diagram illustrates a block diagram of a control device for a virtual object according to an embodiment of this application. The device has the functionality to implement the method example described above; this functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the terminal device described above, or it can be installed within a terminal device. For example... Figure 13 As shown, the device 1300 may include: an acquisition module 1310, an adjustment module 1320, and a control module 1330.

[0290] The acquisition module 1310 is used to acquire the drag instruction corresponding to the drag operation. The drag instruction is used to trigger the first virtual object in the virtual environment to execute a first event when the drag distance of the drag operation is greater than or equal to a first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation.

[0291] The adjustment module 1320 is used to adjust the first threshold to a second threshold when the first virtual object is controlled to perform the first event in response to the drag command, provided that a threshold adjustment condition is met, wherein the threshold adjustment condition is the condition that triggers the adjustment of the first threshold.

[0292] Control module 1330 is configured to control the first virtual object to continue executing the first event when the dragging distance is greater than or equal to the second threshold.

[0293] The control module 1330 is further configured to control the first virtual object to cancel the execution of the first event when the dragging distance is less than the second threshold.

[0294] In some embodiments, the adjustment module 1320 is used to increase the first threshold to the second threshold.

[0295] In some embodiments, the second threshold is a preset value; or, the second threshold is determined in real time based on the object status of the first virtual object in the virtual environment.

[0296] In some embodiments, the threshold adjustment conditions include at least one of the following: the first virtual object is in a first state, the first state including at least one of the following: skill release state, immobile state, team battle state; the second virtual object is in the first state, the second virtual object is a virtual object in the virtual environment that is in the same or different faction as the first virtual object; an operation is received on a first adjustment control, the first adjustment control being a user interface control for adjusting the first threshold.

[0297] In some embodiments, the device further includes a display module (not shown).

[0298] In some embodiments, after the first threshold is adjusted to the second threshold, the display module is used to display prompt information, the prompt information being used to prompt that the first threshold is adjusted to the second threshold, the prompt information including at least one of the following: text prompt information, sound prompt information, and graphic prompt information.

[0299] In some embodiments, after adjusting the first threshold to the second threshold, the adjustment module 1320 is used to adjust the second threshold to the third threshold if a threshold recovery condition is met, wherein the threshold recovery condition is a condition that triggers the adjustment of the second threshold.

[0300] In some embodiments, the adjustment module 1320 is used to reduce the second threshold to the third threshold, wherein the third threshold is the same as or different from the first threshold.

[0301] In some embodiments, the threshold recovery condition includes at least one of the following: the first virtual object is in a second state, the second state including at least one of the following: a stopped skill release state, a continued movement state, and a team battle exit state; the second virtual object is in the second state, the second virtual object being a virtual object in the virtual environment that is in the same or different faction as the first virtual object; and an operation is received on a second adjustment control, the second adjustment control being a user interface control for adjusting the second threshold.

[0302] In some embodiments, the display module is configured to display a virtual joystick centered at the pressing position of the pressing operation in response to a pressing operation, wherein the dragging operation is an operation on the virtual joystick and the starting position of the dragging operation is the center point of the virtual joystick.

[0303] In some embodiments, the drag command is further configured to trigger the first virtual object to execute a second event when the drag distance of the drag operation is less than the first threshold, the second event being different from the first event.

[0304] In some embodiments, after adjusting the first threshold to the second threshold, the control module 1330 is further configured to control the first virtual object to execute the second event when the dragging distance is less than the second threshold.

[0305] In some embodiments, the first event is movement in the virtual environment based on the drag direction of the drag operation, wherein the drag direction is the direction from the starting position of the drag operation to the real-time position of the drag operation; the second event is stopping the movement.

[0306] In some embodiments, the display module is used to display a threshold adjustment interface for setting the second threshold; in response to an operation on a threshold adjustment control on the threshold adjustment interface, threshold indication information is displayed, the threshold indication information is used to indicate the second threshold, and the threshold adjustment control is a user interface control on the threshold adjustment interface for setting the second threshold.

[0307] In some embodiments, the threshold adjustment control includes: a slider and a slider located on the slider; operation of the threshold adjustment control is operation of the slider, the slider being used to determine the second threshold between a first value and a second value, the first value being the minimum value of the drag distance and the second value being the maximum value of the drag distance.

[0308] In some embodiments, the threshold adjustment condition includes: the first virtual object is located in a first region in the virtual environment, the first region is determined based on the object situation in the virtual environment, the first region is a region where the number of third virtual objects is greater than or equal to a fourth threshold, the third virtual object includes at least one of the following: a virtual object in the same faction as the first virtual object, a virtual object in a different faction from the first virtual object, or a non-player virtual character.

[0309] In some embodiments, the display module is configured to display an adjustment animation from the first threshold to the second threshold during the process of adjusting the first threshold to the second threshold, the adjustment animation including a movement animation from a first boundary line to a second boundary line; wherein the first boundary line is a circular boundary line with the starting position of the drag operation as the center and the first threshold as the radius; the second boundary line is a circular boundary line with the starting position of the drag operation as the center and the second threshold as the radius.

[0310] In some embodiments, the control module 1330 is configured to control the terminal device to generate vibration feedback when the second boundary line is triggered for display.

[0311] In some embodiments, the display module is configured to distinguish the second boundary line from the first boundary line in the display.

[0312] The technical solution provided in this application, on the one hand, automatically adjusts the first threshold to the second threshold when the threshold adjustment condition is met. If the dragging distance is greater than or equal to the second threshold, the virtual object continues to execute the first event. If the dragging distance is less than the second threshold, the virtual object cancels the execution of the first event. For example, when the first threshold is large, it is reduced to the second threshold; when the first threshold is small, it is increased to the second threshold. This method combines threshold adjustment, dragging operation, and control of the virtual object to cancel or execute the first event, enriching the human-computer interaction.

[0313] On the other hand, when it is desired to control the virtual object to cancel the execution of the first event, the drag point of the virtual joystick needs to be dragged so that the drag distance is less than a first threshold. When the first threshold is small, making the drag distance less than the first threshold is difficult and requires a high level of operational skill. By increasing the first threshold to a second threshold as proposed in this application embodiment, compared to the previous method, it is only necessary to drag the distance less than the second threshold to control the virtual object to cancel the execution of the first event. Therefore, the operational difficulty is reduced and the control efficiency of the virtual object is improved.

[0314] On the other hand, when controlling the virtual object to continue executing the first event, the dragging distance needs to be greater than or equal to a first threshold. When the first threshold is large, maintaining the dragging distance greater than or equal to it requires a high level of skill. By reducing the first threshold to a second threshold as proposed in this application, compared to the previous method, it is only necessary to maintain the dragging distance greater than or equal to the second threshold to control the virtual object to continue executing the first event. Therefore, the operational requirements are reduced, and the control efficiency of the virtual object is also improved.

[0315] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0316] Please refer to Figure 14This diagram illustrates a structural block diagram of a terminal device 1400 provided in one embodiment of this application. The terminal device 1400 may be... Figure 1 The terminal device in the computer system shown is used to implement the virtual object control method provided in the above embodiments. Specifically:

[0317] Typically, terminal device 1400 includes a processor 1401 and a memory 1402.

[0318] Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0319] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 are used to store a computer program configured to be executed by one or more processors to implement the control method for the virtual object described above.

[0320] In some embodiments, the terminal device 1400 may also optionally include a peripheral device interface 1403 and at least one peripheral device. The processor 1401, memory 1402, and peripheral device interface 1403 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1404, a display screen 1405, an audio circuit 1407, and a power supply 1408.

[0321] Those skilled in the art will understand that Figure 14 The structure shown does not constitute a limitation on the terminal device 1400, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0322] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored therein, which, when executed by a processor, implements a method for controlling a virtual object.

[0323] In some embodiments, the computer-readable storage medium may include ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0324] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the terminal device to perform the aforementioned virtual object control method.

[0325] It should be noted that the collection and processing of relevant data (including the real-time position of drag operations, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0326] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0327] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for controlling a virtual object, characterized in that, The method includes: Obtain the drag command corresponding to the drag operation. The drag command is used to trigger the first virtual object in the virtual environment to execute a first event when the drag distance of the drag operation is greater than or equal to a first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation. In response to the drag command, during the process of controlling the first virtual object to execute the first event, if the threshold adjustment condition is met, the first threshold is adjusted to the second threshold, wherein the threshold adjustment condition is the condition that triggers the adjustment of the first threshold. If the dragging distance is greater than or equal to the second threshold, the first virtual object is controlled to continue executing the first event; If the dragging distance is less than the second threshold, control the first virtual object to cancel the execution of the first event.

2. The method according to claim 1, characterized in that, The step of adjusting the first threshold to the second threshold includes: Increase the first threshold to the second threshold.

3. The method according to claim 1 or 2, characterized in that, The second threshold is a preset value; or, The second threshold is determined in real time based on the object status of the first virtual object in the virtual environment.

4. The method according to any one of claims 1 to 3, characterized in that, The threshold adjustment conditions include at least one of the following: The first virtual object is in a first state, which includes at least one of the following: skill release state, immobile state, team battle state; The second virtual object is in the first state, and the second virtual object is a virtual object in the virtual environment that is in the same or different camp as the first virtual object; An operation is received for a first adjustment control, which is a user interface control used to adjust the first threshold.

5. The method according to any one of claims 1 to 4, characterized in that, After adjusting the first threshold to the second threshold, the method further includes: Display prompt information, the prompt information being used to prompt that the first threshold be adjusted to the second threshold, the prompt information including at least one of the following: text prompt information, sound prompt information, graphic prompt information.

6. The method according to any one of claims 1 to 5, characterized in that, After adjusting the first threshold to the second threshold, the method further includes: If the threshold recovery condition is met, the second threshold is adjusted to the third threshold, where the threshold recovery condition is the condition that triggers the adjustment of the second threshold.

7. The method according to claim 6, characterized in that, The step of adjusting the second threshold to the third threshold includes: The second threshold is reduced to the third threshold, wherein the third threshold is the same as or different from the first threshold.

8. The method according to claim 6 or 7, characterized in that, The threshold recovery condition includes at least one of the following: The first virtual object is in a second state, which includes at least one of the following: a state where skills are stopped being released, a state where movement is maintained, and a state where the player has exited a team battle. The second virtual object is in the second state. The second virtual object is a virtual object in the virtual environment that is in the same or different camp as the first virtual object. An operation was received for the second adjustment control, which is a user interface control used to adjust the second threshold.

9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: In response to a press operation, a virtual joystick is displayed with the press position as the center point. The drag operation is an operation on the virtual joystick, and the starting position of the drag operation is the center point of the virtual joystick.

10. The method according to claim 9, characterized in that, The drag command is also used to trigger the first virtual object to execute a second event when the drag distance of the drag operation is less than the first threshold, wherein the second event is different from the first event; After adjusting the first threshold to the second threshold, the method further includes: If the dragging distance is less than the second threshold, control the first virtual object to execute the second event.

11. The method according to claim 10, characterized in that, The first event is movement in the virtual environment based on the drag direction of the drag operation, where the drag direction is the direction from the starting position of the drag operation to the real-time position of the drag operation; The second event is stopping movement.

12. The method according to any one of claims 1 to 11, characterized in that, The method further includes: Display a threshold adjustment interface, which is used to set the second threshold; In response to an operation on the threshold adjustment control on the threshold adjustment interface, threshold indication information is displayed, the threshold indication information being used to indicate the second threshold, the threshold adjustment control being a user interface control on the threshold adjustment interface used to set the second threshold.

13. The method according to claim 12, characterized in that, The threshold adjustment control includes: a slider and a slider located on the slider; The operation of the threshold adjustment control is an operation of the slider, which is used to determine the second threshold between a first value and a second value, where the first value is the minimum value of the drag distance and the second value is the maximum value of the drag distance.

14. The method according to any one of claims 1 to 13, characterized in that, The threshold adjustment conditions include: the first virtual object is located in a first region in the virtual environment, the first region is determined based on the object situation in the virtual environment, the first region is a region where the number of third virtual objects is greater than or equal to a fourth threshold, and the third virtual object includes at least one of the following: a virtual object in the same camp as the first virtual object, a virtual object in a different camp from the first virtual object, or a non-player virtual character.

15. The method according to any one of claims 1 to 14, characterized in that, The method further includes: During the process of adjusting the first threshold to the second threshold, an adjustment animation is displayed from the first threshold to the second threshold. The adjustment animation includes a movement animation from the first boundary line to the second boundary line. The first boundary line is a circular boundary line with the starting position of the drag operation as the center and the first threshold as the radius. The second boundary line is a circular boundary line with the starting position of the drag operation as the center and the second threshold as the radius. When the second boundary line is triggered and displayed, the control terminal device generates vibration feedback; The second boundary line is displayed to distinguish it from the first boundary line.

16. A control device for a virtual object, characterized in that, The device includes: The acquisition module is used to acquire the drag command corresponding to the drag operation. The drag command is used to trigger the first virtual object in the virtual environment to execute a first event when the drag distance of the drag operation is greater than or equal to a first threshold. The drag distance refers to the distance between the real-time position of the drag operation and the starting position of the drag operation. An adjustment module is used to adjust the first threshold to a second threshold when a threshold adjustment condition is met during the process of controlling the first virtual object to execute the first event in response to the drag command, wherein the threshold adjustment condition is the condition that triggers the adjustment of the first threshold. The control module is configured to control the first virtual object to continue executing the first event when the dragging distance is greater than or equal to the second threshold. The control module is further configured to control the first virtual object to cancel the execution of the first event when the dragging distance is less than the second threshold.

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

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

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