Control method of virtual object, device, apparatus, and medium

JP2025078748A5Pending Publication Date: 2026-09-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2025033800
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2020-05-15
Filing Date
2025-03-04
Publication Date
2026-09-09

AI Technical Summary

Technical Problem

The existing control methods for virtual objects in MOBA games lack precision and accuracy when selecting skill release targets that are not within the currently displayed virtual scene, requiring rough estimations.

Method used

A method and device that display a second virtual scene corresponding to a first operation on a map control, allowing skill release targets to be determined based on a second operation position within this scene, enhancing precision and accuracy by enabling skill release operations beyond the centered virtual object's view.

Benefits of technology

Improves the precision and accuracy of skill release operations by allowing selection of targets outside the centered virtual scene, providing greater freedom and accuracy in skill release control.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve precision and accuracy of a control method of a virtual object.SOLUTION: A control method of a virtual object, a device, an apparatus, and a medium are disclosed and belong to a field of computer technology. In an embodiment of the present application, a second virtual scene concerned can be displayed when performing first trigger operation to map control in a method for controlling a release of a skill by the map control, a skill release target can be determined according to an operation position corresponding to release operation in response to the release operation to a target skill, and in this manner a selection range of the skill release target may not be restricted to a virtual scene with a virtual object as a center, such that a degree of freedom of release operation is high, and a skill release target can be selected accurately according to an actual situation of a position to be released in skill release rather than rough estimation in a currently displayed virtual scene, thus improving precision and accuracy of a control method of a virtual object.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] This application claims priority to Chinese Patent Application No. 202010412006.5, entitled "Method, device, apparatus and medium for controlling virtual objects," filed with the State Intellectual Property Office of the People's Republic of China on May 15, 2020, the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of computer technology, and in particular to a method, device, apparatus, and medium for controlling a virtual object. [Background technology]

[0003] With the development of computer technology and the diversification of terminal functions, the types of games that can be played on terminals are becoming more and more numerous. Here, MOBA (Multiplayer Online Battle Arena) games are relatively popular games, which can display virtual scenes on the interface of a terminal, display virtual objects in the virtual scenes, and the virtual objects can battle against other virtual objects by releasing skills.

[0004] Generally, the display of the virtual scene is performed with the first virtual object currently being controlled as the center. At present, the control method of the virtual object usually determines, when a skill release operation is detected, a release target of the skill in a virtual scene with the first virtual object currently being controlled as the center according to the operation position of the release operation, thereby controlling the skill release of the first virtual object, and the release target is a position, a virtual object, or a direction in the virtual scene.

[0005] In the above control method, when performing a release operation on a skill, the release target can only be selected within a virtual scene centered on the first virtual object, and if the object that the user wants to affect is not displayed in the virtual scene, it is necessary to roughly estimate and control the skill release, which results in low precision and accuracy of the above control method. Summary of the Invention [Problem to be solved by the invention]

[0006] The embodiments of the present application provide a method, device, apparatus and medium for controlling a virtual object, which can improve the precision and accuracy of the control method. [Means for solving the problem]

[0007] In one aspect, a method for controlling a virtual object is provided, the method comprising: displaying a first virtual scene having a map control displayed thereon; displaying a second virtual scene corresponding to a first operating location in response to a first trigger operation on the map control, the first trigger operation acting on the first operating location; In response to a release operation on a target skill, determining a corresponding skill release target in the second virtual scene based on a second operation position, the release operation corresponding to the second operation position; and controlling a first virtual object to release the target skill according to the skill release goal.

[0008] In one aspect, there is provided a control device for a virtual object, the device comprising: a display module for displaying a virtual scene in which a map control is displayed, and for displaying a second virtual scene corresponding to a first operating location in response to a first trigger operation on the map control, the first trigger operation acting on the first operating location; a determination module for determining a corresponding skill release target in the second virtual scene based on a second operation position in response to a release operation on a target skill, the release operation corresponding to the second operation position; and a control module for controlling the first virtual object to release the target skill according to the skill release goal.

[0009] In one aspect, an electronic device is provided, the electronic device including one or more processors and one or more memories, the one or more memories storing at least one program code, the at least one program code being loaded and executed by the one or more processors to realize operations performed by the method for controlling a virtual object of any one of the possible implementation forms described above.

[0010] In one aspect, a storage medium is provided, the storage medium having at least one program code stored therein, the at least one program code being loaded and executed by a processor to realize operations performed by the method for controlling a virtual object of any one of the above possible implementation forms.

[0011] In order to more clearly describe the technical solutions in the embodiments of the present application, the following briefly introduces drawings that need to be used in the description of the embodiments. However, the drawings in the following description are only some embodiments of the present application, and it is obvious that a person skilled in the art can obtain other drawings based on these drawings without any creative efforts. [Brief description of the drawings]

[0012] [Figure 1] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Diagram 2] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Diagram 3] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Figure 4] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Diagram 5] FIG. 1 is a schematic diagram of an environment for implementing a virtual object control method provided in an embodiment of the present application. [Figure 6] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. [Figure 7] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. [Figure 8] FIG. 2 is a schematic diagram of the correspondence between the minimap and the virtual scene provided in an embodiment of the present application. [Figure 9] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Figure 10] 1 is a schematic diagram of the relationship between lens position and character position provided in an embodiment of the present application. [Figure 11] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Figure 12] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Figure 13] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Figure 14] 1 is a schematic diagram of a positional relationship between a virtual scene and a virtual camera provided in an embodiment of the present application. [Figure 15] FIG. 2 is a mapping relationship diagram between an operation area and a virtual scene provided in an embodiment of the present application. [Figure 16] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Figure 17] FIG. 2 is a mapping relationship diagram between an operation area and a virtual scene provided in an embodiment of the present application. [Figure 18] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. [Figure 19] FIG. 2 is a schematic diagram of a terminal interface provided in an embodiment of the present application. [Figure 20]FIG. 2 is a schematic structural diagram of a control device for a virtual object provided in an embodiment of the present application; [Figure 21] FIG. 2 is a schematic structural diagram of a terminal 2100 provided in an embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] In order to make the objectives, technical solutions and advantages of the present application clearer, the following describes the embodiments of the present application in more detail with reference to the drawings.

[0014] It should be understood that in this application, terms such as "first", "second", etc. are used to distinguish between the same or similar items having essentially the same action and function, and there is no logical or chronological dependency between "first", "second", and "nth", nor any limitation with respect to number and execution order.

[0015] In this application, the term "at least one" means one or more than one, and "at least two" means two or more than two, for example, at least two node devices means two or more than two node devices.

[0016] The terms used in this application will be interpreted as follows.

[0017] A virtual scene is a virtual scene that is displayed (or provided) when an application program is executed on a terminal. The virtual scene may be a simulated environment of the real world, or a semi-simulated, semi-fictional virtual environment, or a fully fictional virtual environment. The virtual scene may be any one of a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the embodiment of the present application is not limited to the dimension of the virtual scene. For example, the virtual scene includes sky, land, ocean, etc., the land includes environmental elements such as desert, city, etc., and a user can control a virtual object to move within the virtual scene. Optionally, the virtual scene is used for a virtual scene battle between at least two virtual objects, and the virtual scene has virtual resources available to the at least two virtual objects. Optionally, the virtual scene includes two symmetrical areas, and virtual objects belonging to two opposing camps occupy one area each, with the victory goal being to destroy a target building / base / camp / crystal located at the back of the opponent's area, where the symmetrical areas are, for example, the lower left corner area and the upper right corner area, or, for example, the left middle area and the right middle area, etc.

[0018] A virtual object refers to an actionable object in a virtual scene. The actionable object may be a virtual person, a virtual animal, or an animated person, such as a person, an animal, a plant, an oil barrel, a wall, a stone, etc., displayed in a virtual scene. The virtual object is a virtual image to represent a user, which is a virtual thing in the virtual scene. A virtual scene may include a plurality of virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space of the virtual scene. Optionally, if the virtual scene is a 3D virtual scene, the virtual object may be a 3D solid model, which is a 3D character constructed based on 3D human skeleton technology, and the same virtual object may exhibit different external images by wearing different skins. In some embodiments, the virtual object is realized using a 2.5D or 2D model, but the embodiments of the present application are not limited thereto.

[0019] Selectably, the virtual object is a player character controlled by an operation on a client, or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in an interaction in a virtual scene. Selectably, the virtual object is a virtual person who battles in a virtual scene. Selectably, the number of virtual objects participating in an interaction in the virtual scene is preset, or is dynamically determined according to the number of clients joining the interaction.

[0020] A MOBA (Multiplayer Online Battle Arena) game is a game in which several bases are provided in a virtual scene, and users located in different camps control virtual objects to compete in the virtual scene, occupy bases, or destroy bases of the opposing camp. For example, a MOBA game divides users into at least two opposing camps, and different virtual teams belonging to at least two opposing camps occupy their own map areas and battle to achieve a certain victory condition. The victory conditions include, but are not limited to, at least one of occupying a base or destroying a base of the opposing camp, killing a virtual object of the opposing camp, ensuring one's own survival within a specified scene and time, seizing a certain resource, and exceeding the interaction score of the opponent within a specified time. For example, in a MOBA game, users are divided into two opposing camps, and the victory condition is that the virtual objects controlled by the users are distributed and compete in the virtual scene to destroy or occupy all of the enemy's bases.

[0021] Optionally, each virtual team may include one or more virtual objects, such as one, two, three or five, and according to the number of virtual objects in each team participating in the tactical battle, the tactical battle may be divided into a 1V1 battle competition, a 2V2 battle competition, a 3V3 battle competition, a 5V5 battle competition, etc., where 1V1 means "one against one", and detailed description is omitted here.

[0022] Optionally, a MOBA game may be played in rounds, and the tactical battle map may be the same or different for each round. The duration of one round of a MOBA game is the time from when the game begins to when a victory condition is achieved.

[0023] In a MOBA game, a user can control a virtual object to freely fall, glide, or open a parachute and fall in the sky of the virtual scene, to run, jump, crawl, or move forward in a leaning position on land, and can also control a virtual object to swim, float, or dive in the ocean, and the above scenes will be described as examples here, and the embodiments of the present application are not specifically limited thereto.

[0024] In MOBA games, the user can also control the virtual object to release a skill when fighting with other virtual objects, for example, the skill type of the skill may include attack skill, defense skill, healing skill, support skill, killing skill, etc., each virtual object may have one or more fixed skills, and usually, different virtual objects have different skills and different skills have different action effects. For example, when a virtual object releases an attack skill and hits an enemy virtual object, it will give a certain damage to the enemy virtual object, which is usually represented by deducting a part of the virtual health points of the enemy virtual object, and for example, when a virtual object releases a healing skill and hits an ally virtual object, it will have a certain healing effect on the ally virtual object, which is usually represented by recovering a part of the virtual health points of the ally virtual object, and other types of skills can all have corresponding action effects, which are not listed here one by one.

[0025] In the embodiment of the present application, two skill release methods are provided, and different skill release methods correspond to different operation methods. Users can arbitrarily select or switch skill release methods to release skills according to their own usage habits to meet their needs, and greatly improve the accuracy of skill release.

[0026] The two types of skill release methods are active release and quick release, where active release means that the skill release target is determined by user operation, and quick release means that the terminal automatically determines the skill release target.

[0027] In some embodiments, corresponding operation areas are set for two kinds of skill release manners, the operation area corresponding to active release is a first operation area, and the operation area corresponding to quick release is a second operation area, and the first operation area surrounds the outside of the second operation area.

[0028] In some embodiments, the terminal determines which skill release method is to be used according to the relationship between the operation position and the operation area when the skill release operation is completed. For example, when the operation position is located in the first operation area when the release operation is completed, it is active release, and when it is located in the second operation area, it is quick release. The quick release eliminates the need for the user to operate to select the release target, greatly simplifying the user operation, reducing the complexity of the operation, and providing a convenient operation method. The active release allows the user to freely select the release target, more accurately hit the release target, improving the technique of the user operation, better meeting the operation needs of high-end players, and improving the user experience.

[0029] Below, we will explain the details related to unlocking skills.

[0030] The skill release can be realized by an operation on the skill control, and the area including the skill control can be a skill roulette, and the above-mentioned skill release method can be realized by an operation on the skill roulette. In some embodiments, the second operation area can be an area where the skill control is located, or an area whose distance from the center position of the skill control is smaller than a distance threshold, and the first operation area can be an area other than the second operation area. The skill roulette is an area constituted by both the first operation area and the second operation area.

[0031] For example, as shown in Fig. 1, the virtual object may have a plurality of skills, including skill 1, skill 2, skill 3, and skill 4. When a release operation is performed for skill 3, a skill roulette 101 may be displayed. The skill roulette 101 may include a first operation area 102 and a second operation area 103, in which the skill control for skill 3 is displayed in the second operation area. When a drag operation is performed, a skill joystick 104 is controlled to move within the skill roulette, thereby realizing a change in the operation position. The skill joystick 104 can only be located on the skill roulette 101.

[0032] For example, when the skill release operation is realized by dragging the skill joystick, the user can perform a drag operation on the skill joystick 104, and if the operation is ended without dragging the skill joystick 104 out of the second operation area, it is determined to be a quick release, and if the skill joystick 104 is dragged out of the second operation area and enters the first operation area, it is determined to be an active release. In other words, if the end position of the drag operation on the skill joystick 104 is within the second operation area, the skill is quick released, and if the end position of the drag operation on the skill joystick 104 is outside the second operation area and located in the first operation area, the skill is actively released.

[0033] In some embodiments, the terminal displays a release cancel control on the graphical user interface, and the release cancel control is used to cancel the release of the skill. Optionally, the terminal cancels the release of the skill in response to the trigger operation for the skill being terminated and the end position of the trigger operation being located at the position where the release cancel control is located. The release cancel control provides a cancellation method for canceling the release of the skill, enriches the skill release operation, provides the user with more skill release functions, and improves the user experience. For example, as shown in FIG. 1, the interface may display the release cancel control 105. If the user moves to the release cancel control 105 while performing the release operation, the current skill release can be canceled.

[0034] The skills of the virtual object include different types of skills, for example, some skills are goal-based skills, some skills are position-based skills, and some skills are directional skills. For example, as shown in FIG. 2, the skill is a goal-based skill, and a target virtual object to be released needs to be selected. As shown in FIG. 3, the skill is a position-based skill, and a release position needs to be selected. As shown in FIG. 4, the skill is a directional skill, and a release direction needs to be selected.

[0035] The system architecture according to the present application will be introduced below.

[0036] 5 is a schematic diagram of an implementation environment of the method for controlling a virtual object provided in an embodiment of the present application. Referring to FIG. 5, the implementation environment includes a first terminal 120, a server 140 and a second terminal 160.

[0037] An application program supporting a virtual scene is installed and executed on the first terminal 120. The application program may be any one of a multiplayer online battle arena game (MOBA), a virtual reality application program, a two-dimensional or three-dimensional map program, and a simulation program. Of course, the application program may be other programs such as a multiplayer shooting battle survival game, and the embodiment of the present application is not limited thereto. The first terminal 120 may be a terminal used by a first user, and the first user uses the first terminal 120 to operate a first virtual object located in a virtual scene to perform an activity, and the activity includes, but is not limited to, at least one of walking, running, adjusting a body posture, general attack, and skill release. Of course, the activity may further include other items, such as shooting, throwing, and the like, and the embodiment of the present application is not specifically limited thereto. In general, the first virtual object is a first virtual person, such as a simulation human character or an animation human character. In general, the first virtual object may be a first virtual animal, such as a simulation monkey or other animal.

[0038] The first terminal 120 and the second terminal 160 are connected to the server 140 via a wireless network or a wired network.

[0039] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. The server 140 is used to provide background services to application programs supporting virtual scenes. Optionally, the server 140 performs main calculation tasks, and the first terminal 120 and the second terminal 160 perform sub-calculation tasks, or the server 140 performs sub-calculation tasks, and the first terminal 120 and the second terminal 160 perform main calculation tasks, or the server 140, the first terminal 120, and the second terminal 160 perform collaborative calculations using a distributed computing architecture.

[0040] Here, the server 140 may be an independent physical server, a server cluster or a distributed system consisting of a plurality of physical servers, or a cloud server providing infrastructure cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), big data, and artificial intelligence platforms. The first terminal 120 and the second terminal 160 may be, but are not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, and the like. The first terminal 120 and the second terminal 160 may be directly or indirectly connected to the server by a wired or wireless communication method, and the embodiment of the present application is not limited thereto.

[0041] In general, the first terminal 120 and the second terminal 160 can send data generated by the server 140, and the server 140 can verify the data generated by itself with the data generated by the terminals, and if the verification result with either terminal indicates that the data does not match, the server can send the data generated by the server to either terminal, and the either terminal will conform to the data generated by the server.

[0042] In some embodiments, the first terminal 120 and the second terminal 160 may determine a virtual scene of each frame according to the user's trigger operation and send the virtual scene to the server 140, or may send the user's trigger operation information to the server 140, and the server 140 can receive the trigger operation information and the virtual scene and determine a virtual scene according to the trigger operation, compare it with the virtual scene uploaded by the terminal, and if there is a match, it can continue subsequent calculations, and if there is no match, it can send the virtual scene determined by itself to each terminal for synchronization. In a specific possible embodiment, the server 140 can further determine a virtual scene of the next frame of each terminal according to the trigger operation information, and send the virtual scene of the next frame to each terminal, thereby causing each terminal to execute the corresponding step and obtain a virtual scene that matches the virtual scene of the next frame determined by the server 140.

[0043] The second terminal 160 has an application program that supports a virtual scene installed and running. The application program may be any one of MOBA, virtual reality application program, 2D or 3D map program, and simulation program. Of course, the application program may also be other programs such as a multiplayer shooting battle survival game, and the embodiment of the present application is not limited thereto. The second terminal 160 may be a terminal used by a second user, and the second user uses the second terminal 160 to operate a second virtual object located in the virtual scene to perform an activity, and the activity includes, but is not limited to, at least one of walking, running, adjusting the body posture, general attack, and skill release. Of course, the activity may also include other items such as shooting and throwing, and the embodiment of the present application is not specifically limited thereto. Generally, the second virtual object is a second virtual person, such as a simulation human character or an animation human character. Generally, the second virtual object may be a second virtual animal, such as a simulation monkey or other animal.

[0044] Optionally, a first virtual object controlled by the first terminal 120 and a second virtual object controlled by the second terminal 160 are located in the same virtual scene, where the first virtual object can interact with the second virtual object in the virtual scene. In some embodiments, the first virtual object and the second virtual object can be in an adversarial relationship, e.g., the first virtual object and the second virtual object can belong to different teams, organizations, or factions, and the adversarial virtual objects can interact in a head-to-head manner by releasing a skill at any location in the virtual scene.

[0045] In some other embodiments, the second virtual object may be a teammate of the first virtual object, e.g., the first virtual person and the second virtual person may belong to the same team, organization, faction, have a friendship relationship, or have temporary communication permissions.

[0046] Alternatively, the application programs installed on the first terminal 120 and the second terminal 160 may be the same, or the application programs installed on the terminals may be the same type of application programs on different operating system platforms. The first terminal 120 may generally mean one of a plurality of terminals, and the second terminal 160 generally means one of a plurality of terminals, and in this embodiment, only the first terminal 120 and the second terminal 160 are described as examples. The first terminal 120 and the second terminal 160 may be the same or different device types, and the device types include at least one of a smartphone, a tablet, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop portable computer, and a desktop computer. For example, the first terminal 120 and the second terminal 160 may be a smartphone or other handheld portable game device. In the following embodiment, the terminals are described as including a smartphone.

[0047] Those skilled in the art will understand that the number of the terminals may be more or less. For example, the number of the terminals may be only one, or the number of the terminals may be tens or hundreds, or more. The embodiment of the present application does not limit the number and device types of the terminals.

[0048] 6 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application, the method is applied to an electronic device, the electronic device may be a terminal or a server, the embodiment of the present application is not limited thereto, and the embodiment of the present application takes the method applied to a terminal as an example. Referring to FIG. 6, the method may include steps 601 to 603.

[0049] 601, the terminal displays a first virtual scene in which a map control is displayed, and in response to a first trigger operation on the map control, displays a second virtual scene corresponding to a first operation position, where the first trigger operation acts on the first operation position.

[0050] In the above process, in response to a first trigger operation on a map control, the terminal switches the virtual scene (i.e., the first virtual scene) displayed on the graphical user interface to a target virtual scene (i.e., the second virtual scene) corresponding to the first operation position according to a first operation position of the first trigger operation.

[0051] Here, the map control is used to display a map of the virtual scene, and the currently displayed virtual scene is changed by operating the map control. If the map control is not operated, the currently displayed virtual scene is a partial virtual scene centered on the first virtual object currently being controlled, that is, the first virtual scene. By operating a certain position point on the map control, the position of the virtual camera can be adjusted to display another partial virtual scene.

[0052] Here, the first trigger operation is a click operation or a slide operation, and the embodiment of the present application is not limited thereto. For example, when the first trigger operation is a click operation, when a user clicks a position on a map control, the position is a first operation position, and the second virtual scene is a virtual scene with the first operation position as a center, or the second virtual scene is a virtual scene with the first operation position as a starting point, and the embodiment of the present application is not limited thereto. When the first trigger operation is a drag operation, the user can slide on the map control, and the displayed virtual scene can be updated in real time according to the operation position at the time of sliding, so as to facilitate more delicate and more accurate adjustments to the displayed virtual scene.

[0053] 602, in response to a release operation on a target skill, the terminal determines a corresponding skill release target in the second virtual scene based on a second operation position, where the release operation corresponds to the second operation position.

[0054] In the above process, in response to a release operation for a target skill, the terminal determines a corresponding skill release target in the target virtual scene of the second operation position according to a second operation position of the release operation.

[0055] Here, the target skill is the ability of a virtual object in a virtual scene. From the perspective of the release effect of the skill, the target skill may be an action skill or an attribute change skill, for example, a virtual object may have three skills, where one skill is an action skill to run forward, another skill is an attribute buff skill to improve the moving speed of the object, and another skill is an attribute debuff skill to weaken the attack received by nearby teammates. From the perspective of the release type of the skill, the target skill may be one of a positional skill, a directional skill, or a target skill.

[0056] In some embodiments, the release operation is a click operation or a drag operation, but the embodiments of the present application are not limited thereto. Corresponding to the two kinds of skill release methods, when the release operation is a click operation, it is a quick release, and when the release operation is a drag operation, it can determine which release method is according to the operation position at the end of the release operation.

[0057] In the embodiment of the present application, in the above step 601, the first virtual scene already currently displayed is switched to the selected second virtual scene by map control, and if the user wants to release a skill at a certain position in the second virtual scene, or release a skill on a certain virtual object in the second virtual scene, or determine a skill release direction based on the position of a virtual object in the second virtual scene, a skill release operation can be performed. When the terminal detects the release operation, in response to the release operation, a skill release target is determined according to the second operation position. Here, the skill release target is one of a skill release position, a target virtual object, or a skill release direction, that is, the skill release target is a target virtual object, a position, or a direction formed by a position and the first virtual object in the second virtual scene.

[0058] The display content of the graphical user interface is switched to a second virtual scene corresponding to the first operation position, and in this way, the selection range of the skill release target is not limited to the virtual scene centered on the virtual object, allowing for greater freedom in the release operation, and instead of a rough estimation in the currently displayed virtual scene, the target can be accurately selected according to the situation of the position where the skill is to be released when releasing it, thereby improving the precision and accuracy of the method for controlling the virtual object.

[0059] 603, the terminal controls the first virtual object to release the target skill according to the skill release goal.

[0060] When the terminal determines a skill release target, the terminal can control the first virtual object to release the skill according to the skill release target. In some embodiments, the skill release process may further include the terminal displaying, on a graphical user interface, a release effect generated when the terminal releases the skill toward the target virtual object, for example, the skill release target is a target virtual object, and the effect of the skill release process may be displayed between the first virtual object and the target virtual object, and the effect after release may be displayed on the body of the target virtual object. For example, if the skill release target is a release position, a target animation may be displayed at the release position to embody the release effect, and if the release position includes a second virtual object, the effect of the attribute value of the second virtual object may be displayed. For example, if the skill release target is a release direction, the effect of the skill release process may be displayed along the release direction.

[0061] In the embodiment of the present application, a second virtual scene corresponding to a first operation position of a first trigger operation on a map control is displayed in a graphical user interface, and in this case, in response to a release operation on a target skill, a corresponding skill release target is determined in the currently displayed second virtual scene of the target skill according to the operation position corresponding to the release operation, thereby performing a skill release, and in the above method of controlling the skill release with the map control, when a first trigger operation is performed on the map control, a corresponding second virtual scene can be displayed, and in this way, the selection range of the skill release target is not limited to a virtual scene centered on a virtual object, and the freedom of the release operation is higher, and the skill release target can be accurately selected according to the situation of the position to be released when releasing the skill, rather than being roughly estimated in the currently displayed virtual scene, thereby improving the precision and accuracy of the control method of the virtual object.

[0062] FIG. 7 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. Referring to FIG. 7, the method may include steps 701 to 704.

[0063] 701. In response to a first trigger operation on a map control, the terminal acquires a second virtual scene corresponding to the first operation position of the first trigger operation and in accordance with a correspondence between the display information on the map control and the virtual scene.

[0064] When a user wants to change the virtual scene currently displayed on the map control, a first trigger operation is performed on the map control, and the terminal can switch the virtual scene according to the first operation position of the first trigger operation, thereby realizing adjustment of the observation vision for the virtual scene and realizing adjustment of the viewing screen.

[0065] In some embodiments, the map control displays abbreviated information about the overall virtual scene, e.g., a thumbnail of the overall virtual scene, and in some embodiments, the map control displays indicators of some or all of the virtual objects depending on their locations in the virtual scene, e.g., the indicators are avatars.

[0066] Here, the display information and the virtual scene in the map control have a corresponding relationship. For example, in a specific example, the thumbnail of the virtual scene displayed on the map control is 2D information, the virtual scene is a 3D virtual space, and the thumbnail is an image of a bird's-eye view of the virtual scene after being reduced according to a certain ratio, or an image including some important information of the reduced image.

[0067] For example, as shown in FIG. 8, regarding the correspondence between the display information in the map control and the virtual scene, a correspondence between the map control (which may also be called a minimap) and a bird's-eye view of the virtual scene (2D virtual scene) is provided here, and in the three-dimensional coordinates, the y-axis may be ignored, and in the map control, the x-axis and z-axis of the display information are mapped to the x-axis and z-axis of the 2D virtual scene, respectively.

[0068] In a specific example, it is assumed that the entire virtual scene is a square, and MapLength and SceneLength are used to represent the side length of the minimap and the side length of the scene, respectively. Here, MimiMapStartPos represents the lower left corner of the minimap, i.e., the start position of the minimap, and this parameter is generally set when initializing the UI (User Interface) of the minimap. SceneStartPos represents the lower left corner of the virtual scene, i.e., the start position of the virtual scene, and this parameter can generally be set when editing the map. The first operation position is named as a drag position (DragPos), and it can be seen that the position of DragPos in the minimap (MiniMap) corresponds to the position of the target lens position (AimCameraPos) in the virtual scene (Scene), that is, it can be expressed by the following formula 1.

[0069] "Formula 1" (DragPos-MiniMapStartPos) / MapLength=(AimCameraPos-SceneStartPos) / SceneLength

[0070] From the above formula 1, the following formula 2 can be obtained, and from the formula 2, the corresponding position AimCameraPos in the virtual scene of the position DragPos in the minimap can be calculated.

[0071] "Formula 2" AimCameraPos=(DragPos-MiniMapStartPos)*SceneLength / MapLength+SceneStartPos

[0072] In the above formulas 1 and 2, MaxAimRadius is the maximum range that the skill button can aim at, AimCameraPos is the scene position of the screen center point of the second virtual scene, DragPos is the drag position on the minimap, MiniMapStartPos is the start position of the minimap, SceneLength is the length of the scene, i.e., the side length of the scene, MapLength is the length of the minimap, i.e., the side length of the minimap, and SceneStartPos is the start position of the scene, where * represents multiplication.

[0073] If the user is not interacting with the map controls, we assign AimCameraPos to InValidAimCameraPos, which means that the minimap is not currently pressed.

[0074] In some embodiments, the display information is a location or an area. Correspondingly, the process of determining the second virtual scene in step 701 includes two implementation methods.

[0075] Implementation method 1: The terminal determines a target area having a first target size in the map control centered on the first operation position in accordance with a first operation position of the first trigger operation, and determines a corresponding second virtual scene within the virtual scene of the target area in accordance with the correspondence between the display information in the map control and the virtual scene.

[0076] In the above-mentioned implementation method 1, the terminal acquires a target area having a first target size centered on the first operation position in the map control in accordance with the first operation position of the first trigger operation, and acquires a target virtual scene corresponding to the target area, i.e., a second virtual scene, in accordance with the correspondence between the display information in the map control and the virtual scene.

[0077] Here, the target area may be a rectangular area or an area of ​​other shapes, and the embodiment of the present application is not limited thereto. For example, as shown in FIG. 9, the target area 901 is an area centered on the first operation position in the map control.

[0078] Implementation method 2: The terminal determines a corresponding target position in the virtual scene of the first operation position according to the correspondence between the first operation position and the display information in the map control and the virtual scene, and determines a second virtual scene centered on the target position and having a second target size.

[0079] The terminal acquires a corresponding position in the virtual scene of the first operation position according to the correspondence between the first operation position and the display information in the map control and the virtual scene, and acquires a target virtual scene, i.e., a second virtual scene, having a size of a second target size and centered on the corresponding position.

[0080] In the second implementation, when a user performs a first trigger operation on a map control, the first operation position of the first trigger operation is the basis for acquiring a second virtual scene. The user can change the second virtual scene by changing the first operation position.

[0081] In some embodiments, the second virtual scene is a virtual scene centered on a corresponding position in the virtual scene of the first operating position. Therefore, the terminal can refer to the above correspondence to determine the corresponding position in the virtual scene of the first operating position, and thereby analyze which position the second virtual scene is centered on, and when combined with the display field of view (i.e., size) of the second virtual scene, the second virtual scene can be obtained.

[0082] In a specific example, the terminal converts the first 2D operation position into a 3D position in the virtual scene according to the corresponding relationship between the display information in the map control and the virtual scene. In general, the process of displaying the virtual scene is usually realized by simulating the observation field of view when a camera observes a real environment through the observation of a virtual camera. In order to achieve a better 3D effect, the virtual camera observes the virtual scene at a certain height above the ground of the virtual scene and at a certain oblique viewing angle, so that the terminal can obtain the position of the virtual camera according to the corresponding position in the virtual scene of the first operation position, the height and the target angle of the virtual camera, and obtain the second virtual scene from the overall virtual scene through the position of the virtual camera.

[0083] For example, as shown in FIG. 10, the above method can determine a position AimCameraPos in the virtual scene corresponding to the first operation position DragPos, and further assign AimCameraPos to ActorPos, and calculate the position of the virtual camera (which may be called a lens) with ActorPos. In some embodiments, the terminal can determine whether there is a first trigger operation on the map control, i.e., determine whether AimCameraPos is InValidAimCameraPos, and if yes, the lens can track the first virtual object and assign the position of the first virtual object to ActorPos. If no, the lens can track the lens position of the minimap drag, i.e., obtain AimCameraPos, and assign AimCameraPos to ActorPos.

[0084] Here, obtaining the position of the virtual camera via ActorPos can be realized by the following formulas 3 to 5.

[0085] "Formula 3" cameraPos.x=ActorPos.x "Formula 4" cameraPos.y=ActorPos.y+height*cos(angle) "Formula 5" cameraPos.z=ActorPos.z-height*sin(angle)

[0086] Here, cameraPos.x, cameraPos.y, and cameraPos.z are the x, y, and z coordinates of the virtual camera, ActorPos.x, ActorPos.y, and ActorPos.z are the x, y, and z coordinates of ActorPos, height is the height of the virtual camera, and angle is the oblique angle of the virtual camera. cos() is the cosine function, and sin() is the sine function.

[0087] 702, the terminal switches the first virtual scene displayed on the graphical user interface to the second virtual scene.

[0088] After obtaining the second virtual scene, the terminal displays the second virtual scene on a graphical user interface, so that when the field of view is properly adjusted, the user can more accurately release the skill.

[0089] The above steps 701 and 702 are processes of switching a first virtual scene displayed on a graphical user interface to a second virtual scene corresponding to a first operation position of the first trigger operation in response to a first trigger operation on a map control, depending on the first operation position of the first trigger operation. For example, as shown in Figures 9 and 11, the terminal displays a virtual scene 900 centered on a first virtual object, and when a user performs a first trigger operation on the map control, the terminal obtains a corresponding second virtual scene and switches the virtual scene. After the switch, as shown in Figure 11, the virtual scene may be the second virtual scene 1100 instead of the virtual scene centered on the first virtual object.

[0090] 703, in response to a release operation on a target skill, the terminal determines a corresponding skill release target in the second virtual scene based on a second operation position, where the release operation corresponds to the second operation position.

[0091] In step 703, in response to the release operation for the target skill, the terminal determines a corresponding skill release target in the second virtual scene of the second operation position according to a second operation position corresponding to the release operation.

[0092] When the second operating position of the release operation is different, the releasing manner of the skill may also be different, and therefore the process of determining the skill release target according to the second operating position is also different.

[0093] In some embodiments, the release operation is a second trigger operation for a skill control. For example, when the release operation is an active release, the terminal responds to the second trigger operation for the skill control of a target skill by determining a corresponding skill release target in the second virtual scene of the second operation position according to a positional relationship between a second operation position of the second trigger operation and the skill control.

[0094] In some embodiments, during the duration of the release operation, the user can change the skill release target by changing the operation position of the trigger operation, and the final skill release target of the target skill is determined by the end position of the release operation. For example, in response to the release operation for the target skill being ended, the terminal acquires the end position of the release operation as the second operation position, and the second operation position is within the first operation area, the terminal executes the step of determining the corresponding skill release target in the second virtual scene of the second operation position according to the positional relationship between the second operation position and the skill control.

[0095] In the active release method, there is a correspondence between the operation area of ​​the skill control and the virtual scene, and an operation at a certain position in the operation area is mapped to a corresponding position in the virtual scene, and the positional relationship in the operation area may be mapped as a positional relationship in the virtual scene.

[0096] In some embodiments, the skill release target is one of a skill release position, a target virtual object, or a skill release direction, and in step 703, the process of determining the skill release target according to the second operation position is realized by steps 1 to 3 below.

[0097] Step 1: The terminal obtains a positional relationship between the second operation position and the skill control.

[0098] In some embodiments, the positional relationship is obtained by the second operating position and the center position of the skill control. For example, the positional relationship indicates a displacement and is represented as a directional vector, and the center position of the skill control faces the second operating position. As shown in FIG. 12, assuming that the center position of the skill control is A and the second operating position is B, the positional relationship is represented by a vector BA that faces from A to B.

[0099] Step 2: The terminal converts the positional relationship between the second operation position and the skill control according to the conversion relationship between the operation area of ​​the skill control and the virtual scene, and obtains a target positional relationship between the skill release position and the center position of the second virtual scene.

[0100] There is a certain transformation relationship between the operation area of ​​the skill and the virtual scene, where the operation area is a 2D area, the virtual scene is a 3D virtual space, and the size of the operation area is different from the size of the virtual scene, so there is further a mapping of a certain zoom factor between the two.

[0101] In the following, the conversion relationship will be described based on FIG. 13. Assuming that the line segment from the "minimap view center" to point "A" is X, the line segment extended from the "minimap view center" to the screen edge in the direction from point "A" to point "A" is Y, and the line segment from the second operation position to the center position of the skill control is Z, the direction from the "minimap view center" to point "A" is the same as the direction from the center of the roulette to the skill joystick, that is, "X is parallel to Z". The ratio of the length of the X line segment to the length of the Y line segment is equal to the ratio of the length of the Z line segment to the radius of the roulette, that is, X=(Z / roulette radius)*Y. Based on the direction and length, the coordinates of point "A" can be obtained. Then, the skill indicator is displayed at the point "A" position according to the rules.

[0102] As shown in Fig. 14, the area observed by observing the virtual scene with the virtual camera is actually a trapezoidal area, the operation area is a circular area, and the conversion relationship is a mapping relationship for converting the circular area into an elliptical area or a mapping relationship for converting the circular area into a trapezoidal area, and the embodiments of the present application do not specifically limit which method is adopted.

[0103] In some embodiments, a mapping relationship option is provided, and the user can select the mapping relationship to be used from the mapping relationship option according to his / her needs. The terminal performs the above step 2 according to the target mapping relationship set in the mapping relationship option.

[0104] In some embodiments, the terminal determines an edge position of the second virtual scene according to a center position of the second virtual scene, and performs mapping on a positional relationship between the second operation position and the skill control according to the center position of the second virtual scene, the edge position of the second virtual scene, and the size of the operation area.

[0105] Step 3: the terminal determines a corresponding skill release position in the second virtual scene of the second operation position of the release operation according to the center position of the second virtual scene and the target position relationship, and determines the skill release position as the skill release target, or determines a virtual object on the skill release position as the target virtual object, or determines the direction of the skill release position relative to the currently controlled first virtual object as the skill release direction.

[0106] When the target positional relationship is determined, the target positional relationship is a positional relationship of the skill release position with respect to the center position of the second virtual scene, whereby the skill release position can be obtained according to the center position and the target positional relationship.

[0107] In the following, the process of determining the skill release position in the above two conversion relationships will be described. In the method of mapping a circular area to an elliptical area, the operation area can also be called the skill drag range, as shown in FIG. 15. As shown in FIG. 12, in the first step, the UI vector is converted to a vector in the scene by (BA), and the (BA) vector is added to the screen center point Ta to obtain the Tb point, and then the Ta, Tb points on the UI are converted to Da, Db points in the scene by the method of converting from 2d to 3d, as shown in FIG. 16. Furthermore, the corresponding direction vector AimDir in the virtual scene can be obtained, where AimDir=Normalize(Db-Da). Here, Normalize is a normalization function.

[0108] In the second step, the distance from the scene position (AimCameraPos) of the screen center point to the screen edge can be calculated. Here, in order to avoid dragging the skill release position to the UI at the screen edge, the above distance may be the distance excluding the boundary value. Specifically, four values ​​can be set to represent the distance to the screen edge excluding the boundary value, for example, the four values ​​are paddingLeft (left margin), paddingRight (right margin), paddingTop (top margin), and paddingBot (bottom margin), respectively, and represent the distance from the four sides of the screen range in the scene, left, right, top, and bottom, respectively, to AimCameraPos (scene position of the screen center point). The process of obtaining the four values ​​is similar, and here, the calculation of paddingTop is taken as an example. First, convert AimCameraPos to UICenterPos (UI center position), that is, convert 3D coordinate point to 2D coordinate point, then add half the screen height to UICenterPos, and then subtract the boundary value that needs to be removed to get UITopPos, then convert UITopPos to the position in the 3d virtual scene, SceneTopPos, and finally, use (SceneTopPos-AimCameraPos).z to get paddingTop, and similarly get other boundary values.

[0109] In the third step, the skill release position FocusPoint is calculated using Equations 6 and 7 according to the AimCameraPos, the directional vector AimDir, and the maximum value of each direction obtained by calculation in the above steps.

[0110] "Formula 6" FocusPoint.x=AimCameraPos.x+AimDir.x*(|BA| / AimMaxRadius)*(AimDir.x<0?paddingLeft:paddingRight) "Formula 7" FocusPoint.z=AimCameraPos.z+AimDir.z*(|BA| / AimMaxRadius)*(AimDir.y<0?paddingBot:paddingTop)

[0111] In the above formulas 6 and 7, MaxAimRadius is the maximum aiming range of the skill button, |(BA)| represents the drag distance of the skill button, FocusPoint is the skill release position, AimCameraPos is the scene position of the screen center point in the second virtual scene, BorderLength is the boundary length between the screen center point and the screen edge, and AimDir is the corresponding direction vector in the virtual scene of vector (BA). (AimDir.x<0?paddingLeft:paddingRight) is used to represent that if AimDir.x<0 is satisfied, paddingLeft is taken, and if not, paddingRight is taken.

[0112] In the method of mapping a circular area to a trapezoidal area, as shown in Figure 17, firstly, calculate the positions of the four vertices in the trapezoidal range in the scene, where LT is the upper left point, LB is the lower left point, RT is the upper right point, and RB is the lower right point.

[0113] Next, according to the value of AimDir, the intersection point of AimCameraPos with the trapezoid along AimDir is determined. This is relatively simple. For example, if AimDir.x>0&&AimDir.y>0, then the intersection point of AimCameraPos with the half line pointing to AimDir and the (RT-LT) line segment is determined, and then this half line is used to find the intersection point with (RT-RB). Of these two intersection points, the one closest to AimCameraPos is the point required for calculation, which can be determined using the intersection formula between line segments. After that, the skill release position is calculated using the following formula 8.

[0114] "Formula 8" FocusPoint=AimCameraPos+(|(BA)| / MaxAimRadius)*BorderLength*AimDir

[0115] In the above formula 8, MaxAimRadius is the maximum aiming range of the skill button, |(BA)| represents the distance of the skill button drag, FocusPoint is the skill release position, AimCameraPos is the scene position of the screen center point in the second virtual scene, BorderLength is the boundary length between the screen center point and the screen edge, and AimDir is the corresponding direction vector in the virtual scene of vector (BA).

[0116] The above process is a process of how to determine a skill release position in an active release method. In the case of a quick release, in response to the release operation for a target skill being completed and the second operation position at the time of the completion of the release operation being within a second operation area, the terminal determines a target virtual object from the at least one second virtual object according to information of the at least one second virtual object in the second virtual scene, and determines the target virtual object as the skill release target, or determines the position where the target virtual object is located as the skill release target, or determines the direction of the target virtual object relative to the first virtual object as the skill release target, and the first operation area surrounds the outside of the second operation area.

[0117] Here, the information that can be referred to in the process of determining a target virtual object from the at least one second virtual object according to the information of the at least one second virtual object in the second virtual scene, such as the virtual health point or the distance between the first virtual object, may be different, and the embodiment of the present application does not specifically limit this. In some embodiments, the process of the terminal determining the candidate release target information of the skill according to the information of at least one virtual object in the virtual scene can be realized by a release target determination rule, and the release target determination rule is used to determine the release target, and therefore the release target determination rule may be called a search rule. The release target determination rule can be set by related technical personnel according to needs, and can also be set by the user according to his or her own usage habits, and the embodiment of the present application does not specifically limit this. For example, the terminal can select a target virtual object with the smallest health point among enemies or allies according to the information of at least one virtual object in the virtual scene. For example, a virtual object closest to oneself is set as the target virtual object. For example, a virtual object with the highest priority is selected.

[0118] In both of the above-mentioned two methods, active release and quick release, a step of determining a skill release target is performed based on the second operation position at the time when the release operation is ended. That is, in the above-mentioned step 703, in response to the end of the release operation for the target skill, the terminal can determine a corresponding skill release target in the second virtual scene of the second operation position according to the second operation position at the time when the release operation is ended.

[0119] In some embodiments, during the duration of the release operation, the terminal can also obtain and highlight a candidate skill release target, so that the user can judge whether it meets his / her expectations according to his / her needs. In some embodiments, in response to the duration of the release operation for the target skill, the terminal can determine a corresponding candidate skill release target in the second virtual scene of the second operation position according to a second operation position of the release operation, and highlight the candidate skill release target in the second virtual scene. For example, as shown in FIG. 13, the candidate skill release target can be highlighted, and when the release operation is completed, it can be the release position corresponding to the second operation position.

[0120] In some embodiments, the target skill has a release range, and the release of the target skill cannot exceed the release range. In the implementation method, the terminal can determine a releaseable area of ​​the target skill according to the position of the first virtual object currently controlled in the virtual scene and the release range of the target skill, where the releaseable area is an area where the skill can be released, and the skill cannot be released to a position other than the releaseable area. For example, some skills have a release distance (i.e., a releaseable range), and the releaseable area can be determined according to the release distance, and the skill cannot be released to a position beyond the release distance, and therefore cannot be released to a position other than the releaseable area.

[0121] After the terminal obtains the releasable area, it can determine whether the currently selected release position is within the releasable area, and the terminal executes step 703 in response to the corresponding position in the second virtual scene of the second operation position of the release operation being located within the releasable area. Of course, there is another situation, and in response to the corresponding position in the second virtual scene of the second operation position of the release operation being located outside the releasable area, the terminal determines a corresponding skill release target in the virtual scene of the second operation position according to the second operation position of the release operation and the position of the first virtual object in the virtual scene. Of course, in the other situation, the terminal may not execute the skill release target selection step and cancel the release of the target skill.

[0122] 704, the terminal controls the first virtual object to release the target skill according to the skill release goal.

[0123] After determining the skill release target, the terminal can control the first virtual object to release the skill. For example, the terminal can determine that the target virtual object is the second virtual object A, and the skill is to launch a fireball at the selected target. The release effect displayed by the terminal can be to launch a fireball at the second virtual object A.

[0124] In some embodiments, the release effect of the skill is realized by a release animation of the skill, for example, in step 704, the terminal can obtain a release animation of the skill and play the release animation between the first virtual object and the target virtual object.

[0125] In the embodiment of the present application, a second virtual scene corresponding to a first operation position of a first trigger operation on a map control is displayed in a graphical user interface according to the first operation position. In this case, in response to a release operation on a target skill, a corresponding skill release target in the currently displayed second virtual scene of the target skill is determined according to the second operation position of the release operation, thereby performing a skill release. In the above method of controlling skill release with a map control, when a first trigger operation is performed on a map control, a corresponding second virtual scene can be displayed. In this way, the selection range of the skill release target is not limited to a virtual scene centered on a virtual object, and the freedom of the release operation is higher. In addition, instead of being roughly estimated in the currently displayed virtual scene, it can be accurately selected according to the situation of the position where the skill is to be released when releasing the skill, thereby improving the precision and accuracy of the control method of the virtual object.

[0126] The flow of the above method will be described below by way of specific examples. As shown in FIG. 18, for the logic of the minimap (i.e., map control), the user can perform an operation on the minimap, such as a press / drag / lift operation. The terminal can map a scene position (i.e., a corresponding position in the virtual scene of the first operation position) according to the position of the touch point (first operation position), and the terminal can set the mapped scene position to AimCameraPos, which can be obtained (Get) later to perform subsequent logic calculations. If no operation is performed on the minimap, the CenterActorPos (the position where the first virtual object is located) can be obtained and calculated later.

[0127] Here, the method of triggering a skill after operating the minimap is called the minimap aiming mechanism, and the method of triggering a skill without operating the minimap is called the general skill aiming mechanism. When operating the skill button, it can be determined whether or not a drag has been performed. If it is no, it is the quick release method, and if it is yes, it is the active release method. In the quick release method, it can be determined whether or not AimCameraPos (scene position of the screen center point) is valid, that is, it is determined whether or not there is an operation of the minimap. If there is no related operation of the minimap, the position CenterActorPos where the current player controls the hero (first virtual object) is assigned to FocusPoint (skill release position), and if there is an operation of the minimap, AimCameraPos is valid and the value of AimCameraPos is assigned to FocusPoint. In the active release method, it can also be determined whether or not AimCameraPos is valid. If it is valid, the FocusPoint is calculated by the minimap aiming mechanism, and if it is not valid, the FocusPoint is calculated by the simple skill aiming mechanism. After calculating the FocusPoint, the same steps can be performed using the general skill release logic, specifically as follows:

[0128] 1. Search for an appropriate skill target using parameters such as the player's current position (ActorPos), FocusPoint (skill release position), and skill range.

[0129] 2. A skill indicator is displayed using the player's current position ActorPos and FocusPoint as well as the target searched for in the first step as parameters, and the skill indicator is used to display a preview of the skill target.

[0130] As can be seen from the lens step, when dragging the minimap, AimCameraPos is the center point of the screen, and in the quick click sequence, AimCameraPos is also assigned to the FocusPoint, and in the skill sequence, different skills are expressed according to different FocusPoint positions, and the lens and skill simultaneously use AimCameraPos as their base point, achieving the purpose of "what you see is what you get" when operating.

[0131] Regarding the general skill aiming mechanism, in a solution that does not drag the minimap, the skill release position FocusPoint can be obtained by the following Equation 9.

[0132] "Formula 9" FocusPoint=H+Normalize(Db-Da)*(|BA|*M)

[0133] Regarding the parameters in Equation 9, as shown in FIG. 19, assuming that the first virtual object is at point H and the skill range is SkillRange, we can obtain one aiming vector of (BA) in the UI layer, where |BA| is the length of (BA), point H is the current position of the first virtual object, and furthermore, Normalize(Db-Da) is the normalized vector of (Db-Da), which can be substituted into the above Equation 9 to obtain FocusPoint, and M is the radius of the skill range.

[0134] Regarding the lens update logic, when updating the lens frame, it can determine whether the AimCameraPos is valid or not, if it is valid, the lens will track the screen center point AimCameraPos in the minimap, otherwise the lens will track the position (CenterActorPos) of the first virtual object.

[0135] FIG. 20 is a schematic structural diagram of a virtual object control device provided in an embodiment of the present application, which includes: a display module 2001, a determination module 2002, and a control module 2003.

[0136] The display module 2001 is used to switch the virtual scene displayed in the graphical user interface to a target virtual scene corresponding to the first operating position depending on a first operating position of the first trigger operation in response to a first trigger operation on the map control, and in some embodiments, the display module 2001 is used to display a first virtual scene in which the map control is displayed, and to display a second virtual scene corresponding to the first operating position in response to a first trigger operation on the map control, the first trigger operation acting on the first operating position.

[0137] The determination module 2002 is used in response to a release operation on a target skill to determine a corresponding skill release target in the target virtual scene of the second operating position depending on a second operating position of the release operation, and in some embodiments, the determination module 2002 is used in response to a release operation on a target skill to determine a corresponding skill release target in the second virtual scene based on the second operating position, the release operation corresponding to the second operating position.

[0138] The control module 2003 is used for controlling the first virtual object to release the target skill according to the skill release goal.

[0139] In some embodiments, the display module 2001 includes a first acquisition unit and a display unit.

[0140] The first acquisition unit is used to acquire a target virtual scene corresponding to the first operation position according to a first operation position of the first trigger operation and a correspondence between the display information in the map control and a virtual scene, and in some embodiments, the first acquisition unit is used to determine a second virtual scene corresponding to the first operation position according to the first operation position and a correspondence between the display information in the map control and a virtual scene.

[0141] The display unit is used to switch a virtual scene displayed in a graphical user interface to the target virtual scene, and in some embodiments, the display unit is used to switch the first virtual scene to the second virtual scene.

[0142] In some embodiments, the first acquisition unit comprises: Acquiring a target area having a first target size centered on the first operation position in the map control in response to a first operation position of the first trigger operation, and acquiring a target virtual scene corresponding to the target area in response to a correspondence relationship between the area in the map control and a virtual scene; and It is used to perform one of the following: obtaining a target position in the virtual scene corresponding to the first operation position depending on the correspondence between the first operation position and the position in the map control and the virtual scene; and obtaining a target virtual scene having a second target size and centered on the target position.

[0143] In some embodiments, the first acquisition unit comprises: determining a target area having a first target size centered on the first operation position in the map control in response to a first operation position of the first trigger operation, and determining a corresponding second virtual scene in the virtual scene of the target area in response to a correspondence relationship between display information and a virtual scene in the map control; and It is used to perform one of the following depending on the correspondence between the first operation position and the display information in the map control and a virtual scene: determining a corresponding position of the first operation position in the virtual scene; and determining a second virtual scene centered on the position and having a second target size.

[0144] In some embodiments, the determination module 2002 is used in response to a second trigger operation on a skill control of a target skill to determine a corresponding skill release target in the target virtual scene for the second operating position depending on a positional relationship of the second operating position of the second trigger operation to the skill control.

[0145] In some embodiments, in response to a second trigger operation on a skill control of a target skill, the determination module 2002 determines the operation position of the second trigger operation as the second operation position, and determines a corresponding skill release target in the second virtual scene of the second operation position depending on the positional relationship between the second operation position and the skill control.

[0146] In some embodiments, the skill release target is one of a skill release location, a target virtual object, or a skill release direction; The determination module 2002 includes a second acquisition unit, a conversion unit and a determination unit, where: The second acquisition unit is used to acquire a positional relationship of the second operation position to the skill control; The conversion unit is used for converting a positional relationship of the second operation position relative to the skill control according to a conversion relationship between an operation area of ​​the skill control and a virtual scene, to obtain a target positional relationship of a skill release position relative to a center position of the target virtual scene; The determination unit is used to determine a corresponding skill release position in the target virtual scene of the release operation position according to the center position of the target virtual scene and the target position relationship, and to determine the skill release position as the skill release target, or to determine a virtual object on the skill release position as the target virtual object, or to determine a direction of the skill release position relative to the currently controlled first virtual object as a skill release direction.

[0147] In some embodiments, the second acquisition unit is used to determine a positional relationship between the second operation position and the skill control, the transformation unit is used to transform the displacement according to a transformation relationship between the operation area of ​​the skill control and a virtual scene to obtain a target positional relationship between a skill release position and a center position of the second virtual scene, and the determination unit is used to determine a corresponding skill release position in the second virtual scene of the second operation position according to the center position of the second virtual scene and the target positional relationship, and to determine the skill release position as the skill release target, or to determine a virtual object on the skill release position as a target virtual object, or to determine a direction of the skill release position relative to the currently controlled first virtual object as a skill release direction.

[0148] In some embodiments, the conversion unit is used to determine an edge position of the target virtual scene according to a center position of the target virtual scene, and to convert a positional relationship of the second operating position to the skill control according to the center position of the target virtual scene, the edge position of the target virtual scene, and the size of the operating area.

[0149] In some embodiments, the conversion unit is used to determine an edge position of the second virtual scene depending on a center position of the second virtual scene, and to convert a positional relationship between the second operation position and the skill control depending on the center position of the second virtual scene, the edge position of the second virtual scene, and the size of the operation area.

[0150] In some embodiments, the determination module 2002 is used to execute, in response to a release operation for a target skill being completed and a second operating position at the time of completion of the release operation being within a first operating area, determining a corresponding skill release target in the target virtual scene of the second operating position in accordance with a positional relationship of the second operating position of the second trigger operation to the skill control.

[0151] In some embodiments, the determination module 2002 is used to execute, in response to a release operation for a target skill being completed, the end position of the release operation being the second operating position, and the second operating position being within a first operating area, determining a corresponding skill release target in the second virtual scene of the second operating position according to a positional relationship between the second operating position and the skill control.

[0152] In some embodiments, the determination module 2002 is used, in response to a release operation for a target skill being completed and the second operation position at the time of completion of the release operation being within a second operation area, to determine a target virtual object from at least one second virtual object in the target virtual scene according to information of the at least one second virtual object, and to determine the target virtual object as the skill release target, or to determine a position where the target virtual object is located as the skill release target, or to determine a direction of the target virtual object relative to the first virtual object as the skill release target, wherein the first operation area surrounds the outside of the second operation area.

[0153] In some embodiments, the determination module 2002 is used, in response to a release operation for a target skill being completed, the end position of the release operation being the second operation position, and the second operation position being within a second operation area, to determine a target virtual object from the at least one second virtual object according to information of at least one second virtual object in the second virtual scene, and to determine the target virtual object as the skill release target, or to determine a position where the target virtual object is located as the skill release target, or to determine a direction of the target virtual object relative to a first virtual object as the skill release target, and the first operation area is surrounded outside the second operation area.

[0154] In some embodiments, the determination module 2002 is used, in response to the end of a release operation on a target skill, to determine a corresponding skill release target in the target virtual scene at the second operating position depending on a second operating position at the time the release operation ends.

[0155] In some embodiments, the determination module 2002 is used to determine a corresponding skill release target in the second virtual scene at the second operating position in response to a release operation for a target skill being terminated and the end position of the release operation being the second operating position.

[0156] In some embodiments, the determination module 2002 is further used to determine a corresponding candidate skill release target in the target virtual scene at a second operating position of the release operation in response to the release operation for the target skill being in a continuing process, depending on the second operating position of the release operation, and the display module 2001 is further used to highlight the candidate skill release target in the target virtual scene.

[0157] In some embodiments, the determination module 2002 is further used to determine a candidate skill release target in the second virtual scene in response to a release operation being performed on a target skill according to a real-time operation position of the release operation; The display module 2001 is further used to highlight the candidate skill release target in the second virtual scene.

[0158] In some embodiments, the determination module 2002 is used to determine a releaseable area of ​​the target skill depending on a position in the virtual scene of a first virtual object currently being controlled and a release range of the target skill, and in response to a corresponding position in the target virtual scene of a second operating position of the release operation being within the releaseable area, determine a corresponding skill release target in the target virtual scene of the second operating position depending on the second operating position of the release operation.

[0159] In some embodiments, the determination module 2002 is used to determine a releaseable area of ​​the target skill depending on the position in the virtual scene of the currently controlled first virtual object and the release range of the target skill, and in response to a corresponding position in the second virtual scene of the second operating position being within the releaseable area, determine a corresponding skill release target in the second virtual scene of the second operating position.

[0160] In some embodiments, the determination module 2002 is further used to determine a corresponding skill release target in the virtual scene of the second operating position of the release operation depending on the second operating position of the release operation and the position of the first virtual object in the virtual scene in response to the corresponding position in the target virtual scene of the second operating position being outside the releasable area.

[0161] In some embodiments, the determination module 2002 is further used to determine a corresponding skill release target in the virtual scene of the second operating location depending on a position in the virtual scene of the second operating location and the first virtual object in response to a target location being outside the releasable area, the target location being a corresponding position in the second virtual scene of the second operating location.

[0162] The device provided in the embodiment of the present application displays a target virtual scene corresponding to a first operation position of a first trigger operation on a map control in a graphical user interface according to the first operation position. In this case, in response to a release operation on a target skill, a corresponding skill release target in the currently displayed target virtual scene of the target skill can be determined according to the second operation position of the release operation, thereby performing a skill release. In the above method of controlling skill release with map control, when a first trigger operation is performed on the map control, a corresponding target virtual scene is displayed. In this way, the selection range of the skill release target does not need to be limited to a virtual scene centered on a virtual object, and the freedom of the release operation is higher. In addition, instead of roughly estimating in the currently displayed virtual scene, the skill release target can be accurately selected according to the situation of the position where it is desired to release the skill, thereby improving the precision and accuracy of the control method of the virtual object.

[0163] In addition, when the virtual object control device provided in the above embodiment controls a virtual object, the above-mentioned division of each functional module is merely taken as an example for explanation, and in actual application, the above functions can be distributed to be completed by different functional modules according to needs, that is, the internal structure of the electronic device can be divided into different functional modules to complete some or all of the above functions. In addition, the virtual object control device provided in the above embodiment belongs to the same concept as the embodiment of the virtual object control method, and the specific implementation process thereof can be referred to the embodiment of the virtual object control method, and detailed description thereof will be omitted here.

[0164] The above electronic device may be provided as a terminal shown in FIG. 21 below.

[0165] 21 is a schematic structural diagram of a terminal 2100 provided in an embodiment of the present application, which may be a smartphone, a tablet, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV), a notebook computer, or a desktop computer. The terminal 2100 may also be called a user device, a mobile terminal, a laptop terminal, a desktop terminal, or the like.

[0166] Generally, the terminal 2100 includes a processor 2101 and a memory 2102 .

[0167] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented using at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2101 may also include a main processor and a coprocessor, where the main processor is a processor for processing data in an awake state, also called a CPU (Central Processing Unit), and the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2101 may be integrated with a GPU (Graphics Processing Unit), which is used to render and paint content that needs to be displayed on a display screen. In some embodiments, the processor 2101 may further include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0168] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is used to store at least one instruction, which is used to be executed by the processor 2101 to realize the steps of the terminal-side method of controlling a virtual object provided in the method embodiment of the present application.

[0169] In some embodiments, the terminal 2100 may optionally further include a peripheral interface 2103 and at least one peripheral device. The processor 2101, the memory 2102, and the peripheral interface 2103 are connected via a bus or signal lines. Each peripheral device is connected to the peripheral interface 2103 via a bus, signal line, or circuit board. In some embodiments, the peripheral device includes at least one of a radio frequency circuit 2104, a touch display 2105, and an audio circuit 2106.

[0170] The peripheral interface 2103 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2101 and the memory 2102. In some embodiments, the processor 2101, the memory 2102, and the peripheral interface 2103 are integrated on the same chip or circuit board, and in some other embodiments, any one or two of the processor 2101, the memory 2102, and the peripheral interface 2103 may be implemented on an independent chip or circuit board, although this embodiment is not limited thereto.

[0171] The display 2105 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. If the display 2105 is a touch display, the display 2105 may further have the ability to collect touch signals on or above the surface of the display 2105. The touch signals may be input to the processor 2101 as control signals for processing. In this case, the display 2105 may further be used to provide virtual buttons and / or virtual keyboards, which are also referred to as soft buttons and / or soft keyboards. In some embodiments, the display 2105 may be one and is disposed on the front panel of the terminal 2100, and in some other embodiments, the display 2105 may be at least two and is disposed on different surfaces of the terminal 2100 or has a folding design, and in some other embodiments, the display screen 2105 may be a flexible display and is disposed on a curved or folded surface of the terminal 2100. Furthermore, the display 2105 may be configured to have a non-rectangular irregular shape, i.e., an irregular screen. The display 2105 may be manufactured using materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and the like.

[0172] The audio circuit 2106 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, convert the sound waves into electrical signals, and input them to the processor 2101 for processing, or to the radio frequency circuit 2104 for voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each installed at a different part of the terminal 2100. The microphone may further be an array microphone or an omnidirectional sound collection microphone. The speaker is used to convert the electrical signal from the processor 2101 or the radio frequency circuit 2104 into sound waves. The speaker may be a conventional fluoresce speaker or a piezoelectric ceramic speaker. If the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves that humans can hear, but also convert the electrical signal into sound waves that humans cannot hear for applications such as distance measurement. In some embodiments, the audio circuit 2106 may also include a headphone jack.

[0173] In some embodiments, the terminal 2100 includes one or more sensors 2110. The one or more sensors 2110 include, but are not limited to, an acceleration sensor 2111, a gyro sensor 2112, and a pressure sensor 2113.

[0174] The acceleration sensor 2111 can detect the magnitude of acceleration in three coordinate axes of a coordinate system created by the terminal 2100. For example, the acceleration sensor 2111 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 2101 can control the touch display 2105 to display a user interface in a horizontal view or a vertical view according to the gravitational acceleration signal collected by the acceleration sensor 2111. The acceleration sensor 2111 may also be used to collect game or user sports data.

[0175] The gyro sensor 2112 can detect the direction and rotation angle of the body of the terminal 2100, and in cooperation with the acceleration sensor 2111, the gyro sensor 2112 can collect 3D movements of the user relative to the terminal 2100. The processor 2101 collects data according to the gyro sensor 2112, and can realize a movement sensitive function (for example, changing the UI in response to a user's diagonal operation), a function for stabilizing an image during shooting, a game control function, and an inertial navigation function.

[0176] The pressure sensor 2113 may be installed on a side frame of the terminal 2100 and / or under the touch display 2105. When the pressure sensor 2113 is installed on the side frame of the terminal 2100, it can detect a gripping signal of the user on the terminal 2100, and the processor 2101 performs left and right hand recognition or quick operation according to the gripping signal collected by the pressure sensor 2113. When the pressure sensor 2113 is installed under the touch display 2105, the processor 2101 realizes control over an operable control in the UI interface according to a pressure operation of the user on the touch display 2105. The operable control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0177] Those skilled in the art will appreciate that the structure shown in FIG. 21 is not intended to limit terminal 2100 and may include more or fewer components than shown, or may combine some components, or employ a different component arrangement.

[0178] In some embodiments, the at least one instruction is executed by a processor to perform a step of determining a second virtual scene corresponding to the first operation position according to a correspondence between the first operation position and the display information in the map control and a virtual scene, and a step of switching the first virtual scene to the second virtual scene.

[0179] In some embodiments, the at least one instruction is executed by a processor to: determining a target area having a first target size centered on the first operation position in the map control in response to a first operation position of the first trigger operation, and determining a corresponding second virtual scene in the virtual scene of the target area in response to a correspondence relationship between display information in the map control and a virtual scene; and determining a corresponding position of the first operation position in the virtual scene according to a correspondence between the first operation position and the display information in the map control and a virtual scene, and determining a second virtual scene having a second target size and centered on the position.

[0180] In some embodiments, the at least one instruction is executed by a processor to realize a step of, in response to a second trigger operation on a skill control of a target skill, setting an operating position of the second trigger operation to the second operating position, and determining a corresponding skill release target in the second virtual scene of the second operating position depending on a positional relationship between the second operating position and the skill control.

[0181] In some embodiments, the at least one instruction, when executed by a processor, is used to implement any one of the following steps: The step of determining a corresponding skill release target in the second virtual scene of the second operating position according to a positional relationship between the second operating position and the skill control includes: determining a positional relationship between the second operating position and the skill control; Transforming the displacement according to a transformation relationship between an operation area of ​​the skill control and a virtual scene to obtain a target positional relationship between a skill release position and a center position of the second virtual scene; The method includes a step of determining a corresponding skill release position in the second virtual scene of the second operation position according to a center position of the second virtual scene and the target position relationship, and determining the skill release position as the skill release target, or determining a virtual object on the skill release position as a target virtual object, or determining a direction of the skill release position relative to the currently controlled first virtual object as a skill release direction.

[0182] In some embodiments, the at least one instruction is executed by a processor to determine an edge position of the second virtual scene in response to a center position of the second virtual scene; It is used to realize a step of converting the positional relationship between the second operation position and the skill control according to the center position of the second virtual scene, the edge position of the second virtual scene, and the size of the operation area.

[0183] In some embodiments, the at least one instruction is executed by a processor to realize a step of performing the step of determining a corresponding skill release target in the second virtual scene of the second operating position in response to a release operation for a target skill being terminated, the end position of the release operation being the second operating position, and the second operating position being within a first operating area, depending on a positional relationship between the second operating position and the skill control.

[0184] In some embodiments, the at least one instruction is executed by a processor to realize a step of determining a target virtual object from the at least one second virtual object according to information of at least one second virtual object in the second virtual scene in response to a release operation for a target skill being terminated, the end position of the release operation being the second operation position, and the second operation position being within a second operation area, and determining the target virtual object as the skill release target, or determining a position where the target virtual object is located as the skill release target, or determining a direction of the target virtual object relative to a first virtual object as the skill release target, wherein the first operation area is surrounded outside the second operation area.

[0185] In some embodiments, the at least one instruction is executed by a processor to realize a step of determining a corresponding skill release target in the second virtual scene at the second operating position in response to a release operation for a target skill being terminated and the end position of the release operation being the second operating position.

[0186] In some embodiments, the at least one instruction is executed by a processor to: determine a candidate skill release target in the second virtual scene in response to a release operation on a target skill during the execution of the release operation in response to a real-time operation position of the release operation; and highlighting the candidate skill release target in the second virtual scene.

[0187] In some embodiments, the at least one instruction is executed by a processor to determine a releaseable area of ​​the target skill in response to a position in the virtual scene of a currently controlled first virtual object and a release range of the target skill; and performing the step of determining a corresponding skill release target in the second virtual scene of the second operating position in response to the corresponding position in the second virtual scene of the second operating position being within the releasable area.

[0188] In some embodiments, the at least one instruction is executed by a processor to implement a step of determining, in response to a target location being outside the releasable area, a corresponding skill release target in the virtual scene of the second operating location depending on a location in the virtual scene of the second operating location and the first virtual object, wherein the target location is a corresponding location in the second virtual scene of the second operating location.

[0189] In an exemplary embodiment, a computer-readable storage medium such as a memory including at least one program code is further provided, and the at least one program code may be executed by a processor in the electronic device to complete the method for controlling a virtual object in the above embodiment. For example, the computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random-Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, etc.

[0190] Those skilled in the art can understand that all or part of the steps for realizing the above embodiments may be completed by hardware, or may be completed by instructing related hardware with a program, and the program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a magnetic disk, an optical disk, etc.

[0191] The above are only selectable examples of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application should be included within the scope of protection of the present application. [Explanation of symbols]

[0192] 120 Terminal 1 140 Servers 160 Terminal 2 2001 Display module 2002 Decision Module 2003 Control Module 2100 terminal 2101 Processor 2102 Memory 2103 Peripheral Device Interface 2104 Radio Frequency Circuits 2105 Display 2106 Audio Circuit 2110 Sensor 2111 Acceleration Sensor 2112 Gyro sensor 2113 Pressure Sensor

Claims

1. A method for controlling a virtual object, which is performed by a terminal, The steps include: displaying a first virtual scene in which a first virtual object is displayed and map controls are displayed; In response to a slide operation on the map control, the step of displaying a second virtual scene corresponding to the position of the slide operation and in which the first virtual object is not displayed; The steps include determining the scene position in the second virtual scene as the skill release target in response to a skill release operation for the target skill, The steps include controlling the first virtual object to release the target skill in accordance with the skill release objective, and Methods that include...

2. The method according to claim 1, further comprising the step of determining the scene position of the screen center point in the second virtual scene as the skill release target of the target skill in response to a quick release operation for the target skill.

3. The method according to claim 1, further comprising the step of determining the skill release target in response to an active release operation for the target skill, in accordance with the positional relationship between the end position of the active release operation and the skill control in the second virtual scene.

4. The method according to claim 2, wherein the skill control for the target skill constitutes a skill roulette consisting of a first operation area and a second operation area, and the second operation area is an area located inside the first operation area, the distance from the central position of the skill control being less than a distance threshold.

5. The method according to claim 3, wherein the skill control for the target skill constitutes a skill roulette consisting of a first operation area and a second operation area, and the second operation area is an area located inside the first operation area, the distance from the central position of the skill control being less than a distance threshold.

6. The method according to claim 4, wherein the quick release operation is a click operation on the second operation area of ​​the skill control.

7. The method according to claim 5, wherein the active release operation is a drag operation on the first operation area.

8. The step of displaying the second virtual scene corresponding to the operation position is: The steps include determining a second virtual scene corresponding to the operation position, based on the correspondence between the operation position and the display information in the map control and the virtual scene, The steps of switching the first virtual scene to the second virtual scene and The method according to claim 1, including the method described in claim 1.

9. The step of determining a second virtual scene corresponding to the operation position, in accordance with the correspondence between the operation position and the display information in the map control and the virtual scene, The steps include: determining a target area in the map control centered on the operation position, with a size of a first target size, according to the operation position; and determining a corresponding second virtual scene within the virtual scene of the target area, according to the correspondence between the display information in the map control and the virtual scene; The steps include determining the corresponding position of the operation position in the virtual scene according to the correspondence between the operation position and the display information in the map control and the virtual scene, and determining a second virtual scene centered on the operation position and having a size of a second target size. The method according to claim 8, comprising any one of the following.

10. A control device for virtual objects, A display module for displaying a virtual scene in which a first virtual object is displayed and a map control is displayed, and for displaying a second virtual scene in which the first virtual object is not displayed, corresponding to the position of the slide operation in response to a slide operation on the map control, A decision module for determining the scene position in the second virtual scene as the skill release target in response to a skill release operation for the target skill, A control module for controlling the first virtual object to release the target skill in accordance with the skill release objective, A device including a device.

11. Electronic device, The electronic device includes one or more processors and one or more memories, the one or more memories storing at least one program code, and the at least one program code is loaded and executed by the one or more processors to perform an operation performed by the method according to any one of claims 1 to 9.

12. A storage medium, The storage medium stores at least one program code, the at least one program code being loaded and executed by a processor to perform an operation performed by the method described in any one of claims 1 to 9.