Control method of virtual object, device, apparatus, and medium
By displaying a linear skill indicator between virtual objects in network games, players can accurately aim their skills by adjusting the direction of their virtual objects, enhancing gameplay accuracy and precision.
Patent Information
- Application Number
- JP2025132422
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-02-28
- Filing Date
- 2025-08-07
- Publication Date
- 2025-11-05
AI Technical Summary
In network games, determining the target for skill activation based on distance or attribute value often results in low accuracy, as the selected virtual object may not be the player's desired target.
A method and device for controlling virtual objects that display a linear skill indicator between a first virtual object and candidate objects, with the second virtual object determined based on the direction of the first object, allowing for real-time adjustment of the direction to ensure accurate skill activation.
This approach enhances the accuracy of skill activation by allowing players to quickly lock onto the intended target before activating skills, improving the overall gameplay experience.
Smart Images

Figure 2025166095000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority to a Chinese patent application filed on February 28, 2022, bearing application number 202210189724.X, and entitled "Method, device, equipment and medium for controlling virtual objects," the entire contents of which are incorporated herein by reference.
[0002] The present application relates to the field of virtual worlds, and in particular to a method, apparatus, device and medium for controlling virtual objects. [Background technology]
[0003] In network games having virtual environments, such as multiplayer online role-playing games, players take on the role of one or more virtual objects and control the activities and actions of the virtual objects in the virtual world of the game.
[0004] In a network game, a player controls a first virtual object to activate a skill, thereby reducing the attribute value of another virtual object. For example, when a player triggers a skill widget, the player generally selects a second virtual object that is closest to the first virtual object or has the lowest attribute value as the target for skill activation. Summary of the Invention [Problem to be solved by the invention]
[0005] The second virtual object determined based on the distance or the magnitude of the attribute value may not be the target of the player's desired skill activation, resulting in low accuracy of skill activation.
[0006] The embodiments of the present application provide a method, device, equipment and medium for controlling a virtual object, and the technical solutions are as follows: [Means for solving the problem]
[0007] According to one aspect of the present application, there is provided a method for controlling a virtual object executed by a computer device, the method including: displaying a first virtual object having a first skill and at least one candidate virtual object; when a second virtual object is located within a skill activation range of the first skill, displaying a linear skill indicator of the first skill between the first virtual object and the second virtual object, the second virtual object being one of the at least one candidate virtual object and being determined based on a direction in which the first virtual object is heading, a first end of the linear skill indicator being located on the first virtual object, and a second end of the linear skill indicator being located on the second virtual object; when at least one of the first virtual object and the second virtual object moves, updating and displaying the linear skill indicator; and controlling the first virtual object to activate the first skill on the second virtual object in response to a skill activation operation.
[0008] According to one aspect of the present application, there is provided a control device for a virtual object, the device including: a display module that displays a first virtual object having a first skill and at least one candidate virtual object; and a response module that controls the first virtual object to activate the first skill on a second virtual object in response to a skill activation operation, wherein the display module is further configured to: when the second virtual object is located within a skill activation range of the first skill, display a linear skill indicator of the first skill between the first virtual object and the second virtual object, the second virtual object being one of the at least one candidate virtual object and being determined based on a direction of the first virtual object, a first end of the linear skill indicator being located on the first virtual object, and a second end of the linear skill indicator being located on the second virtual object; and the display module is further configured to update and display the linear skill indicator when at least one of the first virtual object and the second virtual object moves.
[0009] According to one aspect of the present application, a computer device is provided, the computer device including a processor, wherein the processor executes the following operations: displaying a first virtual object and at least one candidate virtual object having a first skill; when a second virtual object is located within a skill activation range of the first skill, displaying a linear skill indicator of the first skill between the first virtual object and the second virtual object, the second virtual object being one of the at least one candidate virtual object and being determined based on a direction in which the first virtual object is heading, a first end of the linear skill indicator being located on the first virtual object and a second end of the linear skill indicator being located on the second virtual object; when at least one of the first virtual object and the second virtual object moves, updating and displaying the linear skill indicator; and controlling the first virtual object to activate the first skill on the second virtual object in response to a skill activation operation.
[0010] According to one aspect of the present application, a computer-readable storage medium is provided, the storage medium storing a computer program, and the computer program is executed by a processor to realize the above-described method for controlling a virtual object.
[0011] According to one aspect of the present application, there is provided a chip, the chip including programmable logic circuits and / or program instructions, which, when operated, implements the method for controlling a virtual object as described above.
[0012] According to one aspect of the present application, there is provided a computer program product or computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium, and a processor reading and executing the computer instructions from the computer-readable storage medium to realize the method for controlling a virtual object described above. [Effects of the Invention]
[0013] The beneficial effects of the technical solutions provided by the embodiments of the present application include at least the following: Before activating the first skill, a second virtual object is determined based on the direction of the first virtual object, and a linear skill indicator of the first skill is automatically displayed between the first virtual object and the second virtual object, allowing the player controlling the first virtual object to exchange the second virtual object by adjusting the direction of the first virtual object, thereby realizing quick locking and aiming at the object to which the first skill is to be applied before the skill activation operation, and improving the accuracy of activating the first skill. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a structural schematic diagram of a terminal provided by one exemplary embodiment of the present application; [Figure 2] 1 is a structural block diagram of a computer system provided by one exemplary embodiment of the present application. [Figure 3] 1 is a schematic interface diagram of a virtual object control method provided by an exemplary embodiment of the present application; [Figure 4] 1 is a flowchart of a method for controlling a virtual object provided by one exemplary embodiment of the present application. [Figure 5] 1 is a flowchart of a method for controlling a virtual object provided by one exemplary embodiment of the present application. [Figure 6] 1 is a schematic interface diagram of a virtual object control method provided by an exemplary embodiment of the present application; [Figure 7] 1 is a schematic interface diagram of a virtual object control method provided by an exemplary embodiment of the present application; [Figure 8] 1 is a schematic interface diagram of a virtual object control method provided by an exemplary embodiment of the present application; [Figure 9]1 is a flowchart of a method for controlling a virtual object provided by one exemplary embodiment of the present application. [Figure 10] FIG. 1 is a schematic diagram of determining an included position angle provided by one exemplary embodiment of the present application. [Figure 11] FIG. 1 is a schematic diagram of determining relative distance provided by one exemplary embodiment of the present application; [Figure 12] 1 is a schematic interface diagram of a virtual object control method provided by an exemplary embodiment of the present application; [Figure 13] 10 is a flowchart for determining a second virtual object provided by an exemplary embodiment of the present application. [Figure 14] 1 is a flowchart of a method for controlling a virtual object provided by one exemplary embodiment of the present application. [Figure 15] 1 is a schematic diagram of a virtual object control device provided by one exemplary embodiment of the present application; [Figure 16] 1 is a structural block diagram of a terminal provided by one exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0015] The method provided by the present application is applicable to an application program having a virtual environment and virtual objects. For example, an application program supporting a virtual environment is an application program in which a user can control virtual objects to move within the virtual environment. For example, the method provided by the present application may be applicable to any one of a virtual reality (VR) application program, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooter game (FPS), a third-person shooter game (TPS), a multiplayer online battle arena game (MOBA), and a simulation game (SLG).
[0016] For example, a virtual environment game consists of one or more game world maps, the virtual environment in the game simulates a real-world scenario, and users can control the virtual objects in the game by walking, running, jumping, shooting, fighting, driving, using virtual props to attack other virtual objects, and using virtual props to accumulate power to attack other virtual objects, which is highly interactive. Multiple users can also form teams online to play competitive games.
[0017] In some embodiments, the application program may be a program such as a shooting game, a racing game, a role-playing game, an adventure game, a sandbox game, or a battle arena game. The client supports at least one of the Windows operating system, the macOS operating system, the Android operating system, the IOS operating system, and the LINUX operating system, and clients of different operating systems can communicate and connect with each other. In some embodiments, the client is a program applied to a mobile terminal having a touch panel.
[0018] In some embodiments, the client is an application program developed based on a 3D engine, for example, the 3D engine is the Unity engine.
[0019] The terminal in this application may be a desktop computer, a laptop, a smartphone, a tablet, an e-reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. A client supporting a virtual environment, for example, an application program client supporting a 3D virtual environment, is installed and executed on the terminal. The application program may be any one of a Battle Royale (BR) game, a virtual reality application program, an augmented reality program, a 3D map program, a third-person shooter game, a first-person shooter game, and a multiplayer online battle arena game. Optionally, the application program may be a standalone version of the application program, for example, a standalone 3D game program, or a network online version of the application program.
[0020] FIG. 1 is a structural schematic diagram of a terminal provided by one exemplary embodiment of the present application, which includes a processor 101, a touch panel 102 and a memory 103.
[0021] The processor 101 is at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor with instruction execution capabilities.
[0022] The touch panel 102 may be a general touch panel or a pressure-sensitive touch panel. A general touch panel measures a pressing or sliding operation applied to the touch panel 102, while a pressure-sensitive touch panel measures a pressing force applied to the touch panel 102.
[0023] The memory 103 stores executable programs for the processor 101. Generally, the memory 103 stores a virtual environment program A, an application program B, an application program C, a touch (and pressure) sensing module 18, and an operating system kernel layer 19. The virtual environment program A is an application program developed based on the 3D virtual environment module 17. Optionally, the virtual environment program A includes, but is not limited to, at least one of a game program, a virtual reality program, a 3D map program, and a 3D demonstration program developed based on the 3D virtual environment module (also referred to as a virtual environment module) 17. For example, if the Android operating system is used as the operating system of the terminal, the virtual environment program A is developed using the Java programming language and the C# language. For example, if the IOS operating system is used as the operating system of the terminal, the virtual environment program A is developed using the Object-C programming language and the C# language.
[0024] The 3D virtual environment module 17 is a module that supports multiple operating system platforms. Schematically, the 3D virtual environment module 17 is applicable to program development in multiple fields, such as game development, virtual reality (VR), and 3D map fields. The embodiments of this application do not limit the specific type of the 3D virtual environment module 17. In the following embodiments, the 3D virtual environment module 17 is described as a module developed by the Unity engine.
[0025] The touch (and pressure) sensing module 18 is a module for receiving touch events (and pressure touch control events) reported by the touch panel driving program 191. Optionally, the touch sensing module does not have a pressure sensing function and does not receive pressure touch control events. A touch event includes a touch event type and a coordinate value. The touch event type includes, but is not limited to, a touch start event, a touch move event, and a touch end event. A pressure touch control event includes a pressure value and a coordinate value of the pressure touch control event. The coordinate value indicates the touch control position on the display of the pressure touch control operation. Optionally, an abscissa axis is constructed in the horizontal direction of the display, and an ordinate axis is constructed in the vertical direction of the display to obtain a two-dimensional coordinate system.
[0026] Schematically, the kernel layer 19 includes a touch panel driving program 191 and other driving programs 192. The touch panel driving program 191 is a module for detecting a pressure touch control event. After the touch panel driving program 191 detects the pressure touch control event, it transmits the pressure touch control event to the pressure sensing module 18.
[0027] The other driver programs 192 include a driver program for the processor 101, a driver program for the memory 103, a driver program for the network component, and a driver program for the audio component.
[0028] As will be appreciated by those skilled in the art, the above is merely a schematic example of a terminal structure. In different embodiments, the terminal may include more or fewer components. For example, the terminal may include a gravity acceleration sensor, a gyro sensor, a power supply, etc.
[0029] FIG. 2 is a structural block diagram of a computer system provided by one exemplary embodiment of the present application, where the computer system 200 includes a terminal 210 and a server cluster 220 .
[0030] A client 211 supporting a virtual environment is installed and executed on the terminal 210, and the client 211 may be an application program supporting the virtual environment. When the terminal executes the client 211, a user interface of the client 211 is displayed on the screen of the terminal 210. The client may be any one of an FPS game, a TPS game, an MOBA game, a battle arena game, and an SLG game. In this embodiment, the client is an FPS game as an example. The terminal 210 is used by a first user 212. The first user 212 uses the terminal 210 to control a first virtual object located in the virtual environment to move, and the first virtual object may be a first virtual character controlled by the first user 212. The movement of the first virtual character may include, but is not limited to, at least one of body posture adjustment, crawling, walking, running, cycling, flying, jumping, driving, picking, shooting, attacking, and throwing. Typically, the first virtual character is a simulated character or an animated character.
[0031] 2 shows only one terminal, in different embodiments there are multiple other terminals 240. In some embodiments, there is at least one other terminal 240 that corresponds to a developer, and a client development and editing platform that supports a virtual environment is installed on the other terminal 240, the developer edits and updates the client on the other terminal 240, and transmits the updated client installation package to the server cluster 220 via a wired or wireless network, and the terminal 210 downloads the client installation package from the server cluster 220 to update the client.
[0032] Terminal 210 and other terminals 240 connect to server cluster 220 via a wireless or wired network.
[0033] The server cluster 220 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 220 is for providing background services to clients supporting a 3D virtual environment. Optionally, the server cluster 220 performs primary computing operations and the terminals perform secondary computing operations, or the server cluster 220 performs secondary computing operations and the terminals perform primary computing operations, or a distributed computing architecture is used to perform collaborative computing between the server cluster 220 and the terminals.
[0034] Optionally, both the terminal and the server are computer devices.
[0035] In one schematic example, the server cluster 220 includes a server 221 and a server 226, and the server 221 includes a processor 222, a user account database 223, a battle service module 224, and a user input / output interface (I / O interface) 225. The processor 222 reads instructions stored in the server 221 and processes data in the user account database 223 and the battle service module 224. The user account database 223 stores data of user accounts used by the terminal 210 and other terminals 240, such as the user account avatar, the user account nickname, the user account combat power index, and the service area where the user account is located. The battle service module 224 provides multiple battle rooms for users to battle against each other. The user I / O interface 225 establishes communication with the terminal 210 via a wireless or wired network to exchange data.
[0036] Combining the above introduction of the virtual environment and the description of the implementation environment, the following describes the method for controlling virtual objects provided by the embodiments of the present application.
[0037] FIG. 3 is an interface schematic diagram of a virtual object control method provided by one exemplary embodiment of the present application.
[0038] A display interface 310 displays a first virtual object 311 having a first skill and at least one candidate virtual object.
[0039] Note that the candidate virtual object may be a virtual character or a virtual object in the display interface 310. When there are multiple candidate virtual objects, the second virtual object is one of the multiple candidate virtual objects. In FIG. 3 , for example, the second virtual object is a virtual grass patch 312 and the first skill is a displacement skill.
[0040] When the second virtual object is located within the skill activation range of the first skill, a linear skill indicator 313 of the displacement skill is displayed between the first virtual object 311 and the virtual grass 312, with a first end of the linear skill indicator 313 located at the first virtual object 311 and a second end of the linear skill indicator 313 located at the virtual grass 312.
[0041] The player adjusts the direction in which the first virtual object 311 faces by performing a rotation operation on the first virtual object 311 so that the first virtual object 311 faces the virtual bush 312. The direction in which the virtual object faces is the direction in which the front of the virtual object faces. Optionally, the virtual object pointed to by the linear skill indicator 313 also changes as the direction in which the first virtual object 311 faces changes. For example, if the first virtual object 311 is adjusted so that it faces a virtual wall, the linear skill indicator 313 between the first virtual object 311 and the virtual bush 312 is canceled, and a linear skill indicator (not shown in FIG. 3 ) of the displacement skill is displayed between the first virtual object 311 and the virtual wall.
[0042] When the first virtual object 311 moves relative to the virtual bush 312, the linear skill indicator 313 is updated and displayed, for example, at least one of the display length and the display position of the linear skill indicator 313 is updated and displayed.
[0043] Optionally, the display length of the linear skill indicator 313 is updated and displayed based on the linear distance between the first virtual object 311 and the virtual bush 312. When the virtual bush 312 is located in the direction in which the first virtual object 311 is heading, and the first virtual object 311 is controlled to move along the extension direction of the direction in which the player is heading, i.e., to move toward the virtual bush 312, the linear distance between the first virtual object 311 and the virtual bush 312 is shortened, and in this case, the display length of the linear skill indicator 313 is also shortened. When the player controls the first virtual object 311 to move backward relative to the virtual bush 312, the linear distance between the first virtual object 311 and the virtual bush 312 is lengthened, and in this case, the display length of the linear skill indicator 313 is also lengthened.
[0044] Optionally, the display position of the linear skill indicator 313 is updated and displayed based on the tilt angle of the virtual bush 312 with respect to the heading direction of the first virtual object 311. Also, for example, if the virtual bush 312 is located northwest of the heading direction of the first virtual object 311 and the player still controls the first virtual object 311 to move forward along the extension direction of the heading direction, in this case, the tilt angle of the virtual bush 312 with respect to the heading direction of the first virtual object 311 gradually increases, and thus the tilt angle of the display position of the linear skill indicator 313 with respect to the heading direction of the first virtual object 311 also gradually increases. At the same time, the linear distance between the first virtual object 311 and the virtual bush 312 becomes shorter, and in this case, the display length of the linear skill indicator 313 becomes shorter. Similarly, when the player controls the first virtual object 311 to move backward relative to the virtual grass 312, the tilt angle of the display position of the linear skill indicator 313 relative to the direction in which the first virtual object 311 is heading gradually decreases, and the display length of the linear skill indicator 313 increases.
[0045] In response to the skill activation operation, the first virtual object 311 is controlled to activate a displacement skill on the virtual grass 312, and a skill activation special effect of the displacement skill is displayed on the display interface 310, for example, the first virtual object 311 in FIG. 3 flies to the virtual grass 312.
[0046] Note that the skill activation operation may be realized based on a trigger operation on the skill widget 314 corresponding to the displacement skill. Optionally, the skill widget 314 may be displayed on the display interface 310, or may not be displayed on the display interface 310, or the skill widget 314 may be in a semi-transparent display state on the display interface 310. If the skill widget 314 is not displayed on the display interface 310, the skill widget 314 will be displayed on the display interface 310 after the player lightly touches the display interface 310.
[0047] Optionally, before controlling the first virtual object 311 to activate the first skill on the virtual bush 312, a prompt special effect is displayed on the virtual bush 312, and the prompt special effect indicates that the object to which the first skill is applied is the virtual bush 312.
[0048] The prompt special effect may include at least one of a highlight special effect, a blink special effect, an aperture special effect, and a color special effect. For example, after a player triggers the skill widget 314, the virtual grass 312 is highlighted.
[0049] FIG. 4 is a flowchart of a virtual object control method provided in an exemplary embodiment of the present application, which is applied to a terminal, and includes the following steps: Step 402: Display a first virtual object and at least one candidate virtual object having a first skill.
[0050] The first virtual object is a virtual character controlled by the first player. The candidate virtual object may be a virtual character controlled by a second player, or a virtual object not controlled by either player. For example, the display interface displays a virtual character controlled by the first player, a virtual character controlled by the second player, a virtual patch of grass, a virtual wall, a virtual house, and a virtual vehicle. The first virtual object is the virtual character controlled by the first player, and the virtual character controlled by the second player, the virtual patch of grass, the virtual wall, the virtual house, and the virtual vehicle are all candidate virtual objects.
[0051] Furthermore, the virtual environment includes dynamic virtual objects and static virtual objects. Schematically, dynamic virtual objects may be controlled by the player or the server, such as a virtual character controlled by the player or a virtual monster controlled by the server. Static virtual objects may be virtual objects that constitute the virtual environment, or may be virtual objects placed in the virtual environment by the server or the player, such as a virtual wall or a virtual defensive facility placed in the virtual environment by the player.
[0052] It should be noted that both dynamic and static virtual objects may have health points. For example, a virtual monster controlled by a server has health points, and a virtual character controlled by a player can use a skill on the virtual monster to reduce the virtual monster's health points. Also, for example, a virtual defensive facility placed by a player may also have health points, and another virtual character belonging to a different camp from the player can use a skill on the virtual defensive facility to reduce the virtual defensive facility's health points. When the health points drop to zero, the display of the virtual defensive facility is canceled, indicating that the virtual defensive facility has been captured.
[0053] Based on the above, the candidate virtual object may be a dynamic virtual object, a static virtual object, a virtual object with health points, a virtual object without health points, a virtual object placed in the virtual environment by the player, or a virtual object placed in the virtual environment by the server.
[0054] Optionally, the candidate virtual objects include at least one of a player-controlled virtual object, a server-controlled virtual object, a virtual object constituting the virtual environment, a player-placed virtual object in the virtual environment, and a server-placed virtual object in the virtual environment, including situations in which both the virtual object and the virtual object have health points and situations in which they do not have health points.
[0055] Schematically, the first skill is one of the skills possessed by the first virtual object, and the first skill can be determined according to actual needs, for example, the first skill can be a displacement skill, a health point recovery skill, a flash skill, a virtual attack skill, etc.
[0056] Step 404: If the second virtual object is located within the skill activation range of the first skill, display a linear skill indicator of the first skill between the first virtual object and the second virtual object, where the second virtual object is one of the at least one candidate virtual object, and the second virtual object is determined based on the direction in which the first virtual object is heading.
[0057] Illustratively, a first end of the linear skill indicator is located at a first virtual object and a second end of the linear skill indicator is located at a second virtual object.
[0058] The skill activation range of the first skill may be determined according to actual needs. For example, the skill activation range is a circular range with the first virtual object as its center and a radius of n, where n is a positive integer and may be set according to actual needs.
[0059] Optionally, when multiple candidate virtual objects are displayed on the display interface, obtain a distance between the first virtual object and each candidate virtual object, and determine a candidate virtual object located within a skill activation range as an undetermined virtual object based on the distance between the first virtual object and the candidate virtual object, and then determine a second virtual object from the undetermined virtual object.
[0060] For example, the second virtual object is a virtual object located in the direction in which the first virtual object is heading. When multiple second virtual objects are displayed in the direction in which the first virtual object is heading, the virtual object that is closest in straight-line distance to the first virtual object is determined to be the second virtual object.
[0061] Furthermore, for example, the second virtual object is determined based on the included position angle between the first virtual object and at least one candidate virtual object. The included position angle is an included angle formed by a first ray and a second ray, where the first ray is determined based on the first position and the direction of the first virtual object, and the second ray is determined based on the first position and the positions of each candidate virtual object. Assuming that the at least one candidate virtual object includes virtual object 1 and virtual object 2, and based on the above definitions of the first ray and the second ray, it is determined that the included position angle corresponding to virtual object 1 is 10° and the included position angle corresponding to virtual object 2 is 20°. Based on this, the virtual object with the smallest included position angle is determined as the second virtual object, i.e., virtual object 1 is determined as the second virtual object. Optionally, if there are multiple virtual objects with the smallest included position angle, the virtual object with the closest straight-line distance to the first virtual object is determined as the second virtual object. Note that the included position angle corresponding to a virtual object located in the direction in which the first virtual object is heading may be considered to be 0°, and specific details regarding the included position angle will be described below.
[0062] Furthermore, for example, the second virtual object is determined based on the relative distance between the first virtual object and at least one candidate virtual object. The relative distance is the vertical distance from the position of each candidate virtual object to the first ray. For the definition of the first ray, see the above. Assume that the candidate virtual objects include at least virtual object 1 and virtual object 2. Based on the above definition, the vertical distance from the position of virtual object 1 to the first ray is 1 meter, and the vertical distance from the position of virtual object 2 to the first ray is 1.3 meters. That is, the relative distance between virtual object 1 and the first virtual object is 1 meter, and the relative distance between virtual object 2 and the first virtual object is 1.3 meters. Based on this, the virtual object with the smallest relative distance is determined as the second virtual object. That is, virtual object 1 is determined as the second virtual object. Optionally, if there are multiple virtual objects with the smallest relative distances, the virtual object with the smallest included position angle is determined as the second virtual object. A detailed description of the relative distance is provided below.
[0063] Schematically, a linear skill indicator of a first skill is displayed before the first skill is activated, indicating the activation direction or the aimed direction of the first skill, thereby clearly indicating to the player the object to which the first skill is applied on the display interface. The linear skill indicator is one implementation of a skill indicator, and the linear skill indicator is displayed between the virtual object that activates the first skill and the virtual object that receives the first skill, indicating the activation side, the receiving side, and the activation direction of the first skill. In an embodiment of the present application, the activation side of the first skill is the first virtual object, and the receiving side of the first skill is the second virtual object, i.e., the second virtual object is the object that applies the first skill, and the activation direction of the first skill is from the first virtual object to the second virtual object, so that the linear skill indicator points from the first virtual object to the second virtual object.
[0064] Here, the display of the linear skill indicator for the first skill does not require player interaction. After the second virtual object enters the skill coverage of the first skill and before the first player controls the first virtual object to activate the first skill, a linear skill indicator is automatically displayed between the first virtual object and the second virtual object, prompting the first player that the second virtual object is the assigned object of the first skill, allowing the first player to determine the assigned object in a timely manner. If the assigned object is not the object the first player requires, the first player can replace it with the second virtual object by adjusting the direction of the first virtual object.
[0065] The display mode of the skill indicator may be determined according to actual needs. Optionally, the display mode of the skill indicator is one of a line, an arrow, a branch, a lightning bolt, a chain, and a rope, or other graphics having a directional indication function. For example, the display mode of the skill indicator is a plurality of directional curved lines, and the extension direction of the plurality of curved lines points toward the second virtual object. Alternatively, for example, the display mode of the skill indicator is a flashing one-way arrow, and the direction of the one-way arrow points toward the second virtual object.
[0066] Alternatively, the display form of the linear skill indicator is at least one line, which may be straight or curved, and a first end of the at least one line is located on the first virtual object and a second end of the at least one line is located on the second virtual object. For example, referring to FIG. 3 , taking the second virtual object as an example of virtual grass 312, the display form of linear skill indicator 313 is a plurality of curved lines shown in blocks, and the extension direction of the plurality of curved lines points from first virtual object 311 to the virtual grass.
[0067] Optionally, the linear skill indicator is displayed as at least one of a straight line, multiple straight lines, a curved line, multiple curved lines, a pattern formed by twisting multiple curved lines, a lightning bolt, a chain, a loop, and a branching line.
[0068] The line color, line thickness, and color intensity of the linear skill indicator display can all be adjusted based on the relative positional relationship between the first virtual object and the second virtual object. For example, the line color of the corresponding linear skill indicator varies depending on the first skill. For example, the linear skill indicator for first skill 1 is a red straight line, the linear skill indicator for first skill 2 is a pattern formed by twisting one red curve and one yellow curve, and the linear skill indicator for first skill 3 is a colored lightning bolt.
[0069] For example, the line thickness of the linear skill indicator may be adjusted based on the linear distance between the first virtual object and the second virtual object. The closer the second virtual object is to the first virtual object, the thicker the line; the farther the second virtual object is from the first virtual object, the thinner the line. Based on this, the player controls the distance between the first virtual object and the second virtual object based on the line thickness, thereby enabling the first skill to be activated as required by the second virtual object. Referring to FIG. 3 , as the first virtual object 311 gradually approaches the virtual grass 312, the line of the linear skill indicator 313 gradually thickens, prompting the player controlling the first virtual object 311 that the distance between them is shortening. Alternatively, the line thickness of the linear skill indicator may be opposite to the above example.
[0070] For example, the line thickness of the linear skill indicator may be adjusted based on the positional angle or relative distance of the second virtual object relative to the first virtual object. See the above for a description of the positional angle and relative distance. As the positional angle or relative distance of the second virtual object relative to the first virtual object gradually increases, the line of the linear skill indicator gradually becomes thinner. As the positional angle or relative distance of the second virtual object relative to the first virtual object gradually decreases, the line of the linear skill indicator gradually becomes thicker. Referring to FIG. 3 , the player controls the first virtual object 311 to rotate, and the direction of the first virtual object 311 changes from the direction of the virtual grass 312 to the left. The line of the linear skill indicator 313 gradually becomes thinner, prompting the player to change the direction of the first virtual object 311. Alternatively, the line thickness of the linear skill indicator may be opposite to the above example.
[0071] Optionally, when the first included position angle is the smallest of the multiple included position angles, the line thickness of the linear skill indicator is inversely proportional to the first included position angle, or when the first relative distance is the smallest of the multiple relative distances, the line thickness of the linear skill indicator is inversely proportional to the first relative distance. The smaller the included position angle or the relative distance, the thicker the line, and the larger the included position angle or the relative distance, the thinner the line. The first included position angle is a position angle of the second virtual object relative to the first virtual object, the multiple included position angles are position angles of multiple candidate virtual objects relative to the first virtual object, the first relative distance is a relative distance of the second virtual object relative to the first virtual object, the multiple relative distances are relative distances of the multiple candidate virtual objects relative to the first virtual object, and the second virtual object is one of the multiple candidate virtual objects.
[0072] Optionally, when the included position angle or relative distance of the second virtual object relative to the first virtual object exceeds a predetermined value, display of the linear skill indicator is canceled. In this case, when a third virtual object is displayed within the skill coverage of the first skill, and the second included position angle is smaller than the first included position angle or the second relative distance is smaller than the first relative distance, a linear skill indicator is displayed between the first virtual object and the third virtual object. Note that the line thickness of the linear skill indicator changes based on the relative positions of the first virtual object and the third virtual object. The second included position angle is the included position angle of the third virtual object relative to the first virtual object, and the second relative distance is the relative distance of the third virtual object relative to the first virtual object.
[0073] Furthermore, the change in the color density of the linear skill indicator is similar to the change in line thickness, so it may be referred to. For example, the closer the second virtual object is to the first virtual object, the darker the color is, and the farther the second virtual object is from the first virtual object, the lighter the color is. Also, for example, as the included position angle or relative distance of the second virtual object relative to the first virtual object gradually increases, the line color of the linear skill indicator gradually becomes lighter, and as the included position angle or relative distance of the second virtual object relative to the first virtual object gradually decreases, the color of the linear skill indicator gradually becomes darker.
[0074] Optionally, the second virtual object includes one of a virtual object having health points and a virtual object having no health points and not belonging to any faction.
[0075] The virtual object having health points may belong to the same camp as the first virtual object or to a different camp. If both belong to the same camp, a first skill activated from the first virtual object to the second virtual object increases the health points of the second virtual object. If both belong to different camps, a first skill activated from the first virtual object to the second virtual object decreases the health points of the second virtual object.
[0076] A virtual object that does not have health points and does not belong to any camp is a virtual character or virtual object located in the virtual environment, such as a virtual monster, a virtual patch of grass, a virtual house, a virtual vehicle, etc. displayed in the virtual environment.
[0077] The position of the second end of the linear skill indicator varies depending on the second virtual object. For example, if the second virtual object is a virtual object having health points, the second end of the linear skill indicator is located at one of the body, sole, and top of the head of the second virtual object. For example, if the second virtual object is a virtual patch of grass in the virtual environment, the second end of the linear skill indicator is located at one of the roots, waist, and top of the virtual patch of grass.
[0078] Optionally, the linear skill indicator is a spatially linear skill indicator, and step 404 is implemented as follows: A spatial linear skill indicator of the first skill is displayed between the first virtual object and the second virtual object, and the display position of the spatial linear skill indicator is higher than the virtual ground in the virtual environment.
[0079] The spatial linear skill indicator appears above the virtual ground plane to distinguish it from displayed objects on the virtual ground plane.
[0080] 3, taking the second virtual object as an example of a virtual bush 312, the display form of the linear skill indicator 313 is a plurality of curved lines shown in blocks, and the extension direction of the plurality of curved lines points from the first virtual object 311 to the virtual bush. First ends of the plurality of lines are located at the body of the first virtual object 311, and second ends of the plurality of lines are located at the waist of the virtual bush, and the display positions of the plurality of lines are higher than the virtual ground in the virtual environment.
[0081] The display mode of the spatial linear skill indicator is at least one line that is higher than the virtual ground in the virtual environment, and the relevant description of the at least one line can be found above.
[0082] Optionally, a height of the at least one line relative to the virtual ground is determined based on a relative position of the first virtual object and the second virtual object and / or its own height.
[0083] Also, for example, the display height of the spatial linear skill indicator may be adjusted based on the linear distance between the first virtual object and the second virtual object. The closer the second virtual object is to the first virtual object, the higher the display height of the spatial linear skill indicator. The farther the second virtual object is from the first virtual object, the lower the display height of the spatial linear skill indicator. Alternatively, the display height may be the opposite of the above example.
[0084] Also, for example, the display height of the spatial linear skill indicator may be adjusted based on the positional angle or relative distance of the second virtual object relative to the first virtual object. As the positional angle or relative distance of the second virtual object relative to the first virtual object gradually increases, the display height of the spatial linear skill indicator gradually decreases, and as the positional angle or relative distance of the second virtual object relative to the first virtual object gradually decreases, the display height of the spatial linear skill indicator gradually increases. Alternatively, the display height may be the opposite of the above example.
[0085] Furthermore, for example, the display height of the spatial linear skill indicator is adjusted based on the heights of the first virtual object and the second virtual object themselves. If the heights of the first virtual object and the second virtual object are similar, the spatial linear skill indicator is displayed at the same horizontal height. If the heights of the first virtual object and the second virtual object are different, the spatial linear skill indicator is displayed at a position where the first virtual object or the second virtual object is half the height from the virtual ground, or a connecting line is drawn between the position where the first virtual object is half the height from the virtual ground and the position where the second virtual object is half the height from the virtual ground, and the connecting line is the display position of the spatial linear skill indicator.
[0086] Optionally, when the first included position angle is the smallest value among the plurality of included position angles or the first relative distance is the smallest value among the plurality of relative distances, the display height of the spatial linear skill indicator is inversely proportional to the first included position angle or the first relative distance, wherein the smaller the included position angle or the relative distance, the higher the display height of the spatial linear skill indicator, and the larger the included position angle or the relative distance, the lower the display height of the spatial linear skill indicator.
[0087] Optionally, when the included position angle or relative distance of the second virtual object to the first virtual object exceeds a predetermined value, display of the spatial linear skill indicator is canceled. In this case, when a third virtual object is displayed within the skill coverage of the first skill, and the second included position angle is smaller than the first included position angle or the second relative distance is smaller than the first relative distance, a spatial linear skill indicator is displayed between the first virtual object and the third virtual object. A display height of the spatial linear skill indicator changes based on the relative positions of the first virtual object and the third virtual object.
[0088] If the linear skill indicator is a spatial linear skill indicator, the display position of the spatial linear skill indicator is higher than the virtual ground in the virtual environment, so that the display of the linear indicator on the display interface is more realistic and enhances the player's experience.
[0089] Step 406: If at least one of the first virtual object and the second virtual object moves, update and display the linear skill indicator.
[0090] Optionally, when at least one of the first virtual object and the second virtual object moves, at least one of a display length and a display position of the linear skill indicator is updated and displayed.
[0091] At least one of the first virtual object and the second virtual object is the first virtual object and / or the second virtual object. The display length and display position of the linear skill indicator change based on a change in the relative position between the first virtual object and the second virtual object. The change in the relative position between the first virtual object and the second virtual object is a change in linear distance, for example, when the first virtual object or the second virtual object moves closer to or further away from the other virtual object. Alternatively, if the second virtual object is a static virtual object, the change in the relative position between the first virtual object and the second virtual object is a change due to movement of the first virtual object relative to the second virtual object.
[0092] Schematically, the movement of a first virtual object is realized by a movement operation on the first virtual object by a first player controlling the first virtual object, and the movement of a second virtual object is realized by a movement operation on the second virtual object by a second player controlling the second virtual object.
[0093] 3, the display length of the linear skill indicator 313 is the total length of the graphics made up of multiple curves. Optionally, the display length of the linear skill indicator 313 is updated based on the linear distance between the first virtual object 311 and the virtual bush 312.
[0094] Take for example a case where the virtual bush 312 is located in the direction in which the first virtual object 311 is heading. The player controls the first virtual object 311 to move toward the virtual bush 312 along the extension direction of the heading direction. In this case, the linear distance between the first virtual object 311 and the virtual bush 312 becomes shorter, and the display length of the linear skill indicator 313 also becomes shorter accordingly. Alternatively, the player controls the first virtual object 311 to move backward relative to the virtual bush 312. In this case, the linear distance between the first virtual object 311 and the virtual bush 312 becomes longer, and the display length of the linear skill indicator 313 also becomes longer accordingly.
[0095] Optionally, the display position of the linear skill indicator 313 is updated and displayed based on the tilt angle of the virtual grass 312 relative to the direction in which the first virtual object 311 is facing.
[0096] For example, assume that the virtual grass 312 is located northwest of the direction in which the first virtual object 311 is heading. The player continues to control the first virtual object 311 to move forward along the extension direction of the heading direction. In this case, the tilt angle of the virtual grass 312 with respect to the direction in which the first virtual object 311 is heading gradually increases, and thus the tilt angle of the display position of the linear skill indicator 313 with respect to the direction in which the first virtual object 311 is heading also gradually increases. Because the virtual grass 312 is immovable, the player can observe on the display interface 310 that the second end of the linear skill indicator 313 is held by the virtual grass 312 and the first end moves along with the first virtual object 311. As a result, the player can observe that the display position of the linear skill indicator 313 is gradually tilted and that the tilt angle of the display position of the linear skill indicator 313 with respect to the direction in which the first virtual object 311 is heading gradually increases. Furthermore, the linear distance between the first virtual object 311 and the virtual bush 312 becomes shorter, and in this case, the display length of the linear skill indicator 313 becomes shorter.
[0097] Similarly, when the player controls the first virtual object 311 to move backward relative to the virtual bush 312, the tilt angle of the display position of the linear skill indicator 313 relative to the direction in which the first virtual object 311 is moving gradually decreases, and the display length of the linear skill indicator 313 increases. Similarly, because the virtual bush 312 is immovable, the player can observe in the display interface 310 that the second end of the linear skill indicator 313 is held by the virtual bush 312 and the first end moves along with the first virtual object 311, and thus the player can observe that the display position of the linear skill indicator 313 gradually tilts and the tilt angle of the display position of the linear skill indicator 313 relative to the direction in which the first virtual object 311 is moving gradually decreases.
[0098] Step 408: In response to the skill activation operation, the first virtual object is controlled to activate the first skill on the second virtual object.
[0099] The skill activation operation is the operation that triggers the first skill.
[0100] Schematically, when the first virtual object is controlled to activate the first skill on the second virtual object, or after the skill is activated, a skill activation special effect of the first skill is displayed.
[0101] Optionally, the skill activation operation is realized based on a trigger operation on a skill widget corresponding to the first skill, and the skill widget may be displayed in the same interface as the first virtual object or may not be displayed in the display interface.
[0102] For example, the skill widget may be translucent in the display interface, and the player may click the skill widget to activate the skill. Alternatively, the skill widget may be transparent in the display interface, and the player may touch or click the display interface to display the skill widget on the display interface, and in response to a trigger operation on the skill widget, the player may control the first virtual object to activate the first skill on the second virtual object, and the skill activation special effect of the first skill may be displayed on the display interface. Alternatively, the player may touch or click the area where the skill widget is located to control the first virtual object to activate the first skill on the second virtual object, and the skill activation special effect of the first skill may be displayed on the display interface.
[0103] Optionally, when the skill activation operation is realized based on a trigger operation on a skill widget corresponding to a first skill, step 404 is realized as follows: when the second virtual object is located within the skill activation range of the first skill, in response to a touch-down operation on the skill widget corresponding to the first skill, a linear skill indicator of the first skill is displayed between the first virtual object and the second virtual object; and step 408 is realized as follows: in response to a touch-leave operation on the skill widget, the first virtual object is controlled to activate the first skill on the second virtual object. Illustratively, the touch-down operation is a touch-start operation, and the touch-leave operation is a touch-end operation.
[0104] 3 , a skill widget 314 is displayed on the display interface 310. If the player touches and holds the skill widget 314, a linear skill indicator 313 can be displayed between the first virtual object 311 and the virtual grass 312. If the virtual grass 312 is not the object to which the player desires to assign the first skill, the player can adjust the direction of the first virtual object 311 while touching and holding the skill widget 314 to exchange the object to which the first skill is assigned. After determining the object to be assigned, the player can release the skill widget 314 to perform a touch-and-leave operation. In this case, the player can maintain the display of the linear skill indicator 313 or cancel the display of the linear skill indicator 313 and control the first virtual object 311 to activate the first skill on the virtual grass 312 and display the skill activation special effect of the first skill on the display interface 310.
[0105] As described above, in the virtual object control method provided by the embodiments of the present application, before activating a first skill, a second virtual object is determined based on the direction of the first virtual object, and a linear skill indicator of the first skill is automatically displayed between the first virtual object and the second virtual object. This allows the player controlling the first virtual object to exchange the second virtual object by adjusting the direction of the first virtual object, thereby enabling the player to quickly lock onto and aim at the object to which the first skill is to be applied before the skill activation operation, thereby improving the accuracy of the activation of the first skill.
[0106] For example, a first player controls a first virtual object and a second player controls a second virtual object. The movement of the first virtual object and / or the second virtual object may result in various situations, such as the first virtual object and the second virtual object moving closer to each other, the first virtual object moving away from the second virtual object, or the second virtual object moving beyond the skill activation range of the first skill of the first virtual object. The display status of the linear skill indicator may vary depending on the different situations.
[0107] Based on FIG. 4, FIG. 5 is a flowchart of a virtual object control method provided by one exemplary embodiment of the present application, in which step 406 is realized as step 4061 and / or step 4062, and is specifically as follows: Step 4061: When at least one of the first virtual object and the second virtual object moves, the display length of the linear skill indicator is updated and displayed based on the linear distance between the first virtual object and the second virtual object.
[0108] The straight-line distance between the first virtual object and the second virtual object is the distance between the first position where the first virtual object is located and the position where the second virtual object is located, and a virtual obstacle between the first virtual object and the second virtual object does not affect the straight-line distance between them.
[0109] Optionally, step 4061 is implemented as follows: when the first virtual object or the second virtual object approaches the opponent, the display length of the linear skill indicator is shortened; or when the first virtual object or the second virtual object moves away from the opponent, the display length of the linear skill indicator is lengthened.
[0110] For example, as the first virtual object and the second virtual object become closer relative to each other, the display length of the linear skill indicator becomes shorter, and as the first virtual object and the second virtual object become farther apart relative to each other, the display length of the linear skill indicator becomes longer.
[0111] If the second virtual object is a dynamic virtual object, both the first virtual object and the second virtual object can move in the virtual environment, which may result in a change in the linear distance between the first virtual object and the second virtual object. In this case, the display length of the linear skill indicator needs to be updated and displayed. If the second virtual object is a static virtual object, the first virtual object can move in the virtual environment, and the position of the second virtual object in the virtual environment remains unchanged. However, the linear distance between the first virtual object and the second virtual object may still change. In this case, the display length of the linear skill indicator needs to be updated and displayed.
[0112] For example, a second virtual object is displayed in the direction of a first virtual object, and a first player controls the first virtual object to move toward the second virtual object, while a second player controls the second virtual object to move toward the first virtual object. In this case, the linear distance between the first virtual object and the second virtual object is rapidly shortened. Based on the fact that the first end of the linear skill indicator is located on the first virtual object and the second end is located on the second virtual object, the display length of the linear skill indicator is updated and displayed, and the display length also rapidly shortens.
[0113] Also, for example, a second virtual object is displayed in the direction of a first virtual object, and the first player controls the first virtual object to move toward the second virtual object, while the second virtual player is unable to move. Similar to the above example, the linear distance between the first virtual object and the second virtual object gradually decreases, and the display length of the linear skill indicator also gradually decreases.
[0114] Schematically, the change in the increase in the display length of the linear skill indicator is similar to the change in the decrease in the display length of the linear skill indicator, so it is sufficient to refer to it and no further explanation will be given.
[0115] Step 4062: When at least one of the first virtual object and the second virtual object moves, the display position of the linear skill indicator is updated and displayed based on the tilt angle of the second virtual object with respect to the direction in which the first virtual object is facing.
[0116] Based on the related description of the included position angle in the above content, the tilt angle of the second virtual object with respect to the direction in which the first virtual object is heading may be determined in accordance with the first ray and the second ray.
[0117] For example, a first ray is determined based on a first position and a heading direction of a first virtual object, and a second ray is determined based on the first position and a position of a second virtual object. The first ray is determined based on an extension line of the heading direction of the first position. For example, a ray is determined starting from the first position in the heading direction of the first virtual object (i.e., the first ray). The second ray is determined based on a connecting line between the first position and a position where a second virtual object is located. For example, a ray is determined starting from the first position in the direction from the first position to a position where the second virtual object is located (i.e., the second ray). The included angle formed by the first ray and the second ray is determined as the tilt angle of the second virtual object with respect to the heading direction of the first virtual object.
[0118] As can be seen from the above description, the tilt angle of the second virtual object with respect to the direction in which the first virtual object is facing is the included position angle of the second virtual object with respect to the first virtual object.
[0119] Optionally, step 4062 is implemented as follows: if the tilt angle increases, increase the tilt angle of the display position of the linear skill indicator relative to the direction in which the first virtual object is facing; or if the tilt angle decreases, decrease the tilt angle of the display position of the linear skill indicator relative to the direction in which the first virtual object is facing.
[0120] In an alternative implementation scenario, the second virtual object is not located in the direction in which the first virtual object is facing, and in this case, the tilt angle of the second virtual object relative to the direction in which the first virtual object is facing also changes based on the movement of the first virtual object and / or the second virtual object.
[0121] If the second virtual object is a dynamic virtual object, both the first virtual object and the second virtual object can move in the virtual environment, which may result in a change in the tilt angle corresponding to the second virtual object, and in this case, the display position of the linear skill indicator needs to be updated and displayed. If the second virtual object is a static virtual object, the first virtual object can move in the virtual environment, and the position of the second virtual object in the virtual environment remains unchanged, which may still result in a change in the tilt angle corresponding to the second virtual object, and in this case, the display position of the linear skill indicator needs to be updated and displayed.
[0122] For example, a second virtual object is displayed northwest of a first virtual object, and a first player controls the first virtual object to move toward the second virtual object, which is immovable. In this case, the second virtual object gradually approaches the first virtual object, and the tilt angle of the second virtual object relative to the direction in which the first virtual object is heading gradually increases.
[0123] In this case, the first end of the linear skill indicator is located on the first virtual object, and the second end is located on the second virtual object, allowing the player to observe changes in the display interface of the linear skill indicator. For example, taking the display mode of the linear skill indicator as a straight line, the first end of the linear skill indicator moves synchronously with the first virtual object, and the second end is held by the second virtual object, with the line length of the linear skill indicator gradually inclining, and the inclination width changing with the movement of the first virtual object.
[0124] Similarly, a change in the tilt angle of the display position of the linear skill indicator relative to the direction in which the first virtual object is facing is similar to a change in the tilt angle of the display position of the linear skill indicator relative to the direction in which the first virtual object is facing, and therefore, it is sufficient to refer to this and no further explanation will be given.
[0125] Here, step 4061 and step 4062 may be performed either alone or simultaneously. For example, when the first virtual object and / or the second virtual object moves, the display length of the linear skill indicator is updated and displayed based on the linear distance between the first virtual object and the second virtual object, and the display position of the linear skill indicator is updated and displayed based on the tilt angle of the second virtual object with respect to the direction in which the first virtual object is facing.
[0126] When the first virtual object and / or the second virtual object moves, other situations may exist, such as the direction of the first virtual object changing significantly, or the second virtual object moving to be outside the skill activation range of the first skill of the first virtual object.
[0127] Optionally, the virtual object control method provided by the embodiments of the present application further includes: canceling the display of the linear skill indicator when the change range of the direction of the first virtual object is greater than the change condition; or canceling the display of the linear skill indicator when the second virtual object exceeds the skill activation range of the first skill.
[0128] The change condition is set according to actual needs. For example, the change condition is that the change in the direction of the first virtual object is equal to or greater than a change threshold. For example, the change condition is that the direction of the first virtual object has changed. Referring to FIG. 3 , the change condition is, for example, that the change in the direction of the first virtual object 311 is equal to or greater than 90°. The player controls the first virtual object 311 to rotate, and the direction of the first virtual object 311 changes from southeast to northwest. The change in the direction of the first virtual object 311 is 180°. Since the change condition is satisfied, the display of the linear skill indicator 313 is canceled.
[0129] Optionally, the virtual object control method provided by the embodiments of the present application further includes, when the heading direction of the first virtual object changes from toward the second virtual object to toward the third virtual object, canceling the display of the linear skill indicator between the first virtual object and the second virtual object and displaying a linear skill indicator between the first virtual object and the third virtual object. The third virtual object is another one of the at least one candidate virtual object, and the third virtual object is located within the skill activation range of the first skill. The candidate virtual objects include a plurality of candidates, and the third virtual object is one of the plurality of candidate virtual objects excluding the second virtual object.
[0130] Take an example where the second virtual object is a virtual bush and the third virtual object is a virtual castle wall. Initially, the first virtual object faces the virtual bush. The player controls the first virtual object to move, changing the first virtual object's facing direction from the virtual bush to the virtual castle wall. Based on this change, the display of the linear skill indicator between the first virtual object and the virtual bush is canceled, and a linear skill indicator is displayed between the first virtual object and the virtual castle wall. The player can observe on the display interface that the linear skill indicator between the first virtual object and the virtual bush has disappeared, and a linear skill indicator is displayed between the first virtual object and the virtual castle wall.
[0131] As described above, the virtual object control method provided by the embodiment of the present application changes the display length and / or display position of a linear skill indicator. The display length of the linear skill indicator is updated and displayed based on the linear distance between a first virtual object and a second virtual object, and the display position of the linear skill indicator is updated and displayed based on the tilt angle of the second virtual object with respect to the direction in which the first virtual object is facing. The embodiment of the present application further describes canceling the display of the linear skill indicator and displaying the linear skill indicator when the direction in which the first virtual object is facing has changed.
[0132] Based on the change in the display of the linear skill indicator according to the above content, the virtual object control method provided in the embodiments of the present application makes the display of the linear skill indicator more realistic, and provides the change status of the object that has been granted the first skill to the player controlling the first virtual object in a timely manner, thereby further improving the accuracy of the activation of the first skill.
[0133] Based on FIG. 4, FIG. 6 is a flowchart of a virtual object control method provided by one exemplary embodiment of the present application, where the method further includes step 403, and step 408 is realized as step 4081 and step 4082, and is specifically as follows: Step 403: Determine a second virtual object from the at least one candidate virtual object based on the first position and the heading direction of the first virtual object.
[0134] The direction in which the first virtual object faces is the direction in which the face of the first virtual object faces. For example, if the face of the first virtual object faces southeast, the direction in which the first virtual object faces is southeast.
[0135] Optionally, the second virtual object is determined from an undetermined virtual object among the at least one candidate virtual object, where the undetermined virtual object is located within a skill activation range of the first skill, and the determination of the undetermined virtual object is realized as follows: obtain distances between the first virtual object and each candidate virtual object; and determine the candidate virtual object located within the skill activation range as the undetermined virtual object based on the distances between the first virtual object and the candidate virtual object.
[0136] Schematically, the skill activation range of the first skill is determined based on the first position of the first virtual object. If the number of undetermined virtual objects is 1, the undetermined virtual object is determined as the second virtual object, and if the number of undetermined virtual objects is more than 1, the second virtual object is determined based on the first position and the direction of the first virtual object.
[0137] Note that the heading direction of the first virtual object changes due to the movement of the first virtual object in the virtual environment. Optionally, the method for controlling a virtual object provided by the embodiments of the present application further includes adjusting the heading direction of the first virtual object so that the first virtual object faces the second virtual object in response to a rotation operation on the first virtual object.
[0138] Taking a first player controlling a first virtual object as an example, when the first player controls the first virtual object to rotate 15 degrees to the left, the heading direction of the first virtual object is adjusted 15 degrees to the left. Assume that virtual object 1 is displayed in the original heading direction of the first virtual object and virtual object 2 is displayed in the adjusted heading direction. Before adjusting the heading direction of the first virtual object, a linear skill indicator is displayed between the first virtual object and virtual object 1, and after adjusting the heading direction of the first virtual object, a linear skill indicator is displayed between the first virtual object and virtual object 2.
[0139] FIG. 7 is a schematic interface diagram of a virtual object control method provided by an exemplary embodiment of the present application. A display interface 710 displays a first virtual object 711 and a candidate virtual object 712 (i.e., a first virtual bush), where the first virtual object 711 has a first skill. For example, before adjusting the direction of the first virtual object 711, the second virtual object is the first virtual bush. Referring to FIG. 7 , a linear skill indicator 713 is displayed between the first virtual object 711 and the first virtual bush. The first player controls the first virtual object 711 to rotate, so that the first virtual object 711 faces the second virtual bush pointed by the third virtual object 714. Correspondingly, the display of the linear skill indicator 713 between the first virtual object 711 and the first virtual bush is canceled, and the linear skill indicator 713 is displayed between the first virtual object 711 and the second virtual bush. Regarding the specific determination of the second virtual object, the above content can be referred to, and no further explanation will be given.
[0140] Step 4081: In response to the skill activation operation, a prompt special effect is displayed on the second virtual object.
[0141] Schematically, the prompt special effect is for indicating that the object to which the first skill is applied is the second virtual object, and the prompt special effect is displayed after the skill activation operation.
[0142] For example, skill activation is achieved by triggering the skill widget. The display order of the linear skill indicator and prompt special effects is as follows: After the second virtual object enters the skill activation range of the first skill of the first virtual object, a linear skill indicator for the first skill is displayed between the first virtual object and the second virtual object. In this case, the first player controlling the first virtual object can determine that the current object for the first skill is the second virtual object based on the linear skill indicator. If the first player wants to exchange the object for the first skill, the first player rotates the first virtual object to adjust the direction of the first virtual object and exchange it for the second virtual object. In this case, the linear skill indicator is also exchanged and displayed accordingly. After the first player determines the object for the first skill, i.e., the second virtual object, they trigger a skill widget. Then, in response to the trigger operation on the skill widget, a prompt special effect is displayed on the second virtual object to again prompt the first player to select the object for the first skill. Optionally, the prompt special effect includes at least one of a highlight special effect, a blinking special effect, an aperture special effect, and a color special effect.
[0143] 8 is a schematic interface diagram of a virtual object control method provided by an exemplary embodiment of the present application, in which a first virtual object 811 and a candidate virtual object 812 are displayed on a display interface 810. Take, for example, a candidate virtual object (virtual grass) 812 as the second virtual object. In response to a trigger operation on a skill widget 813, a prompt special effect is displayed on the virtual grass to prompt that the virtual grass is an object to which a displacement skill is to be assigned.
[0144] For example, the prompt special effect is a highlight special effect, and a highlight will appear on the virtual grass after the player triggers the skill widget 813; for example, the prompt special effect is a flashing special effect, and the virtual grass will start flashing after the player triggers the skill widget 813, and the flashing time can be set according to actual needs; for example, the prompt special effect is an aperture special effect, and an aperture will appear around the virtual grass after the player triggers the skill widget 813.
[0145] Step 4082: The first virtual object is controlled to activate a first skill on the second virtual object.
[0146] Schematically, when the first virtual object is controlled to activate the first skill, or after the first skill is activated, a skill activation special effect of the first skill is displayed. The skill activation special effect and the prompt special effect may be displayed simultaneously, or the prompt special effect may be displayed first and then the skill activation special effect, and the display duration of the prompt special effect may be set according to actual needs.
[0147] 8, for example, if the first skill is a displacement skill, after the player triggers the skill widget 813, a highlight appears on the virtual grass. After the highlight lasts for 2 seconds, the first virtual object is controlled to activate the displacement skill, and a skill activation special effect is displayed. The skill activation special effect is that the first virtual object 811 flies in the direction of the arrow to the location of the virtual grass.
[0148] As described above, in the virtual object control method provided by the embodiment of the present application, a linear skill indicator is displayed by determining a second virtual object based on a first position and a direction of a first virtual object. The direction of the first virtual object is adjusted by a rotation operation on the first virtual object, allowing the player to adjust the direction of the first virtual object to select an object to be used to activate the first skill, thereby further improving the accuracy of the activation of the first skill. In addition, in response to the skill activation operation, a prompt special effect is displayed on the second virtual object, again prompting the player that the object to be used to activate the first skill is the second virtual object.
[0149] Based on the above, the second virtual object is determined in two ways: the position angle and the relative distance.
[0150] 6, and FIG. 9 is a flowchart of a virtual object control method provided by an exemplary embodiment of the present application. If the second virtual object is determined by a position angle, step 403 is implemented as step 4031 and step 409; if the second virtual object is determined by a relative distance, step 403 is implemented as step 4032 and step 410.
[0151] Optionally, the determination of the second virtual object has two implementations: Realization 1: The second virtual object is determined by the included position angle.
[0152] Step 4031: Determine a position angle of an undetermined virtual object of the at least one candidate virtual object relative to the first virtual object.
[0153] For a related explanation of the undetermined virtual object, please refer to the above content, and no further explanation will be given.
[0154] Optionally, the position angle is determined based on the relative position between the first virtual object and the undetermined virtual object, and step 4031 is implemented as follows: determine the position angle as the angle formed by the first ray and the second ray, where the first ray is determined based on the first position and the heading direction, and the second ray is determined based on the first position and the second position of the undetermined virtual object.
[0155] FIG. 10 is a schematic diagram of determining a position angle provided by one exemplary embodiment of the present application, taking as an example that the at least one candidate virtual object includes a virtual object 1, a virtual object 2, and a virtual object 3.
[0156] After determining the first position and heading direction of the first virtual object, a first ray can be determined. Referring to FIG. 10 , the first position is the circular position where the first virtual object is located, and the direction indicated by the arrow is the heading direction. Thus, the first ray is a ray extending from the first position in the heading direction. Then, three second rays can be determined based on second positions corresponding to virtual object 1, virtual object 2, and virtual object 3. Taking the second ray corresponding to virtual object 1 as an example, the second ray extends from the first position to the circular position where virtual object 1 is located. If virtual object 1 is an undetermined virtual object determined from at least one candidate virtual object, angle 1 formed by the first ray and the second ray corresponding to virtual object 1 is determined as the position angle of the undetermined virtual object relative to the first virtual object.
[0157] Step 409: If the position angle satisfies the first condition, the undetermined virtual object is determined as the second virtual object.
[0158] Optionally, the first condition includes one of: the value of the included position angle is the smallest value of the included position angles corresponding to at least two undetermined virtual objects; and the value of the included position angle is smaller than a first predetermined value, wherein the first predetermined value may be determined according to actual needs.
[0159] If the number of undetermined virtual objects is at least two, at least two included position angles can be obtained, and then the undetermined virtual object corresponding to the smallest included position angle is determined as the second virtual object.
[0160] 10 , for example, the at least one candidate virtual object includes virtual object 1, virtual object 2, and virtual object 3. If all of the three virtual objects are undetermined virtual objects, three included position angles corresponding to virtual object 1, virtual object 2, and virtual object 3 can be determined based on the definitions of the first ray and the second ray, and the three included position angles are included angle 1, included angle 2, and included angle 3. If the first condition includes that the value of the included position angle is the smallest value among the included position angles corresponding to at least two undetermined virtual objects, see FIG. 10 , and the angle of included angle 1 is the smallest value among the three included position angles, then virtual object 1 corresponding to included angle 1 is determined as the second virtual object.
[0161] Realization 2: The second virtual object is determined by the relative distance.
[0162] Step 4032: Determine a relative distance between the undetermined virtual object and the first virtual object among the at least one candidate virtual object.
[0163] For example, the relative distance of an undetermined virtual object among at least one candidate virtual object to the first virtual object is determined. Note that the relevant description of the undetermined virtual object can be found in the above description, and will not be described in detail.
[0164] Optionally, the relative distance is determined based on the relative position between the first virtual object and the undetermined virtual object, and step 4032 is implemented as follows: determine a first ray based on the first position and the heading direction, and determine the perpendicular distance from the second position of the undetermined virtual object to the first ray as the relative distance.
[0165] FIG. 11 is a schematic diagram of determining a relative distance according to an exemplary embodiment of the present application. For example, at least one candidate virtual object includes virtual object 1, virtual object 2, and virtual object 3. After determining the first position and heading direction of the first virtual object, a first ray can be determined. Referring to FIG. 11, the first position is the circular position where the first virtual object is located, and the direction indicated by the arrow is the heading direction. Thus, the first ray is a ray extending from the first position in the heading direction. Then, three relative distances can be determined based on second positions corresponding to virtual object 1, virtual object 2, and virtual object 3. Taking the relative distance corresponding to virtual object 1 as an example, a perpendicular line 1 is drawn from the circular position where virtual object 1 is located to the first ray. The length of the perpendicular line 1 is the vertical distance from the second position of virtual object 1 to the first ray. The length of the perpendicular line 1 is determined as the relative distance corresponding to virtual object 1. If virtual object 1 is an undetermined virtual object determined from at least one candidate virtual object, distance 1 corresponding to vertical line 1 is determined as the relative distance of the undetermined virtual object to the first virtual object.
[0166] Step 410: If the relative distance satisfies the second condition, the undetermined virtual object is determined to be the second virtual object.
[0167] Optionally, the second condition includes one of the following: the value of the relative distance is the minimum value of the vertical distances corresponding to at least two undetermined virtual objects; and the value of the relative distance is smaller than a second predetermined value, wherein the second predetermined value can be determined according to actual needs.
[0168] If the number of undetermined virtual objects is at least two, at least two relative distances can be obtained, and then the undetermined virtual object corresponding to the smallest relative distance is determined to be the second virtual object.
[0169] 11, for example, at least one candidate virtual object includes virtual object 1, virtual object 2, and virtual object 3. If all of the above three virtual objects are undetermined virtual objects, three relative distances corresponding to virtual object 1, virtual object 2, and virtual object 3 can be determined based on the above definition of relative distance, and the three relative distances are distance 1, distance 2, and distance 3, respectively. If the second condition includes that the value of the relative distance is the smallest value among the vertical distances corresponding to at least two undetermined virtual objects, refer to FIG. 11, and the angle of distance 1 is the smallest value among the three relative distances, then virtual object 1 corresponding to distance 1 is determined as the second virtual object.
[0170] 12 is a schematic interface diagram of a virtual object control method provided by one exemplary embodiment of the present application. A first virtual object 1211 is displayed on a display interface 1210. The first virtual object 1211 has a first skill, and at least one candidate virtual object includes a first virtual bush 1212 and a second virtual bush 1213. A first player controlling the first virtual object 1211 rotates the first virtual object 1211 to adjust the direction of the first virtual object 1211 from the direction of the second virtual bush 1213 to the direction of the first virtual bush 1212. Then, based on the first position and the direction of the first virtual object 1211, the first virtual bush 1212 is determined to be the second virtual object. The method for determining the second virtual object can be described above and will not be described in detail. When the first virtual bush 1212 is located within the skill activation range of the first skill, a linear skill indicator 1214 of the first skill is displayed between the first virtual object 1211 and the first virtual bush 1212, and the linear skill indicator 1214 is displayed in the form of multiple curved lines. In response to a skill activation operation, the first virtual object 1211 is controlled so as to activate the first skill on the first virtual bush 1212. The arrows in FIG. 12 are merely to aid understanding and are not displayed on the display interface 1210.
[0171] As described above, the virtual object control method provided in the embodiments of the present application provides two methods for determining a second virtual object, namely, when the second virtual object is determined by the included position angle, a method for determining an undetermined virtual object corresponding to the included position angle that satisfies a first condition as the second virtual object; and when the second virtual object is determined by the relative distance, a method for determining an undetermined virtual object corresponding to the relative distance that satisfies a second condition as the second virtual object.
[0172] FIG. 13 is a flowchart of determining a second virtual object provided by an exemplary embodiment of the present application, where the method is applied to a terminal, and includes the following steps: Step 201: It is determined whether or not an undetermined virtual object exists within the skill activation range of the first skill.
[0173] Schematically, the first skill is activated from the first virtual object, and the undetermined virtual object is one of at least one candidate virtual object. For the related descriptions of the first skill, skill activation range, and undetermined virtual object, please refer to the above content and no further explanation will be given.
[0174] If an undetermined virtual object exists within the skill activation range of the first skill, step 202 is executed, and if an undetermined virtual object does not exist within the skill activation range of the first skill, the skill activation operation is determined to be an invalid operation, that is, the first virtual object is controlled so as not to activate the first skill.
[0175] Step 202: It is determined whether the undetermined virtual object is unique.
[0176] If the undetermined virtual object is unique, step 203 is executed; if the undetermined virtual object is not unique, step 204 is executed.
[0177] Step 203: The undetermined virtual object is determined as the second virtual object.
[0178] Step 204: Determine the position angle of each undetermined virtual object relative to the first virtual object.
[0179] For the related description of the position angle, please refer to the above content, and no further explanation will be given. If there is more than one undetermined virtual object, multiple position angles can be obtained based on the relative positions of the first virtual object and each undetermined virtual object.
[0180] Step 205: Sort all included position angles to determine the minimum of all included position angles.
[0181] The included position angles corresponding to each undetermined virtual object can be obtained based on step 204. Then, the magnitudes of the obtained multiple included position angles are sorted to determine the minimum value of all the included position angles.
[0182] Step 206: The undetermined virtual object corresponding to the smallest included position angle is determined as the second virtual object.
[0183] Based on step 205, by sorting all the included position angles, the minimum value of all the included position angles can be determined, and the undetermined virtual object corresponding to the minimum included position angle is determined as the second virtual object.
[0184] FIG. 14 is a flowchart of a virtual object control method provided by an exemplary embodiment of the present application, which includes the following steps: Step 301: Determine a first position of a first virtual object and a corresponding position of at least one candidate virtual object.
[0185] Schematically, the first virtual object has a first skill. For related descriptions of the first virtual object and the candidate virtual objects, please refer to the above contents.
[0186] Step 302: If the undetermined virtual object is located within the skill activation range of the first skill of the first virtual object, the position angle of the undetermined virtual object relative to the first virtual object is determined.
[0187] For related explanations of the undetermined virtual object, skill activation range, and position angle, please refer to the above content.
[0188] Step 303: Determine the undetermined virtual object corresponding to the smallest positional angle as the second virtual object, and display a linear skill indicator of the first skill between the first virtual object and the second virtual object.
[0189] Schematically, the second virtual object is determined based on the direction of the first virtual object, and the second virtual object in the embodiment of the present application is determined by the included position angle. For related descriptions of the included position angle and the linear skill indicator, please refer to the above content.
[0190] Step 304: In response to the skill activation operation, the first virtual object is controlled to activate the first skill on the second virtual object.
[0191] Please refer to the above content for related explanations on skill activation operations.
[0192] As described above, in the virtual object control method provided by the embodiments of the present application, before activating a first skill, a second virtual object is determined based on the direction of the first virtual object, and a linear skill indicator of the first skill is automatically displayed between the first virtual object and the second virtual object. This allows the player controlling the first virtual object to exchange the second virtual object by adjusting the direction of the first virtual object, thereby enabling the player to quickly lock onto and aim at the object to which the first skill is to be applied before the skill activation operation, thereby improving the accuracy of the activation of the first skill.
[0193] FIG. 15 is a schematic diagram of a virtual object control device provided by an exemplary embodiment of the present application, the device including: a display module 1520 that displays a first virtual object having a first skill and at least one candidate virtual object; and a response module 1540 that controls the first virtual object to activate the first skill on a second virtual object in response to a skill activation operation, wherein the display module 1520 is further configured to display a linear skill indicator of the first skill between the first virtual object and the second virtual object when the second virtual object is located within a skill activation range of the first skill, the second virtual object being one of the at least one candidate virtual object, the second virtual object being determined based on a direction the first virtual object is heading, a first end of the linear skill indicator being located on the first virtual object, and a second end of the linear skill indicator being located on the second virtual object, and the display module 1520 is further configured to update and display the linear skill indicator when at least one of the first virtual object and the second virtual object moves.
[0194] Optionally, the display module 1520 further updates and displays at least one of a display length and a display position of the linear skill indicator when at least one of the first virtual object and the second virtual object moves.
[0195] Optionally, the display module 1520 updates and displays the display length of the linear skill indicator based on the linear distance between the first virtual object and the second virtual object.
[0196] Optionally, the display module 1520 shortens the display length of the linear skill indicator when the first virtual object or the second virtual object moves closer to the opponent, or lengthens the display length of the linear skill indicator when the first virtual object or the second virtual object moves away from the opponent.
[0197] Optionally, the display module 1520 updates and displays the display position of the linear skill indicator based on the tilt angle of the second virtual object relative to the facing direction of the first virtual object.
[0198] Optionally, the display module 1520 increases the tilt angle of the display position of the linear skill indicator relative to the direction in which the first virtual object is facing when the tilt angle increases, or decreases the tilt angle of the display position of the linear skill indicator relative to the direction in which the first virtual object is facing when the tilt angle decreases.
[0199] Optionally, the display module 1520 further cancels the display of the linear skill indicator when a change range of the direction of the first virtual object is greater than a change condition, or cancels the display of the linear skill indicator when the second virtual object exceeds a skill activation range of the first skill.
[0200] Optionally, the display module 1520 further cancels the display of the linear skill indicator between the first virtual object and the second virtual object, and displays a linear skill indicator between the first virtual object and a third virtual object, when the heading direction of the first virtual object is changed from the second virtual object to a third virtual object, the third virtual object being another one of the at least one candidate virtual object, and the third virtual object being located within a skill activation range of the first skill.
[0201] Optionally, the response module 1540, in response to a touch-down operation on a skill widget corresponding to the first skill, displays a linear skill indicator of the first skill between the first virtual object and the second virtual object, and, in response to a touch-leave operation on the skill widget, controls the first virtual object to activate the first skill on the second virtual object.
[0202] Optionally, the linear skill indicator is a spatial linear skill indicator, and the display module 1520 displays the spatial linear skill indicator of the first skill between the first virtual object and the second virtual object, and a display position of the spatial linear skill indicator is higher than a virtual ground surface in the virtual environment.
[0203] Optionally, the apparatus further includes a determining module 1560 for determining a second virtual object from the at least one candidate virtual object based on the first position and the heading direction of the first virtual object.
[0204] Optionally, the determination module 1560 determines a position angle of an undetermined virtual object among the at least one candidate virtual object relative to the first virtual object, and determines the undetermined virtual object as the second virtual object if the position angle satisfies a first condition.
[0205] Optionally, the determination module 1560 determines an included angle formed by the first ray and the second ray as a position included angle, where the first ray is determined based on the first position and the heading direction, and the second ray is determined based on the first position and the second position of the undetermined virtual object.
[0206] Optionally, the first condition includes one of: the value of the included position angle being the smallest value of the included position angles corresponding to at least two undetermined virtual objects; and the value of the included position angle being less than a first predetermined value.
[0207] Optionally, the determination module 1560 determines a relative distance between an undetermined virtual object among the at least one candidate virtual object and the first virtual object, and determines the undetermined virtual object as the second virtual object if the relative distance satisfies a second condition.
[0208] Optionally, the determination module 1560 determines a first ray based on the first position and the heading direction, and determines a perpendicular distance from a second position of the undetermined virtual object to the first ray as a relative distance.
[0209] Optionally, the second condition includes one of the following: the value of the relative distance is the smallest value of the vertical distances corresponding to the at least two undetermined virtual objects; and the value of the relative distance is smaller than a second predetermined value.
[0210] Optionally, the determination module 1560 further obtains a distance between the first virtual object and each candidate virtual object, and determines a candidate virtual object located within a skill activation range as an undetermined virtual object based on the distance between the first virtual object and the candidate virtual object.
[0211] Optionally, the display module 1520, in response to the skill activation operation, displays a prompt special effect on the second virtual object, the prompt special effect indicating that the granting object of the first skill is the second virtual object, and controls the first virtual object to activate the first skill on the second virtual object.
[0212] Optionally, the response module 1540 further adjusts a facing direction of the first virtual object in response to a rotation operation on the first virtual object.
[0213] Optionally, the second virtual object includes one of a virtual object having health points and a virtual object having no health points and not belonging to any faction.
[0214] 16 is a structural block diagram of a terminal 1600 provided by an exemplary embodiment of the present application. The terminal 1600 may be a smartphone, a tablet, an MP3 player, an MP4 player, a laptop, or a desktop computer. The terminal 1600 may also be referred to as a user device.
[0215] The terminal 1600 generally includes a processor 1601 and a memory 1602 .
[0216] The processor 1601 includes one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 1601 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), or a PLA (Programmable Logic Array). The processor 1601 further includes a main processor, also called a CPU (Central Processing Unit), that processes data in a wake-up state, and a coprocessor, which is a low-power processor that processes data in a standby state. In some embodiments, the processor 1601 is integrated with a GPU (Graphics Processing Unit), which renders and draws content to be displayed on a display. In some embodiments, the processor 1601 further includes an AI (Artificial Intelligence) processor, which processes computing operations related to machine learning.
[0217] The memory 1602 includes one or more computer-readable storage media, which are non-transitory. The memory 1602 further includes high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1602 stores at least one instruction that is executed by the processor 1601 to implement a method for controlling a virtual object provided by a method embodiment of the present application.
[0218] In some embodiments, the terminal 1600 optionally further includes a peripheral interface 1603 and at least one peripheral. The processor 1601, the memory 1602, and the peripheral interface 1603 are connected via a bus or signal lines. Each peripheral is connected to the peripheral interface 1603 via a bus, signal line, or circuit board. Specifically, the peripheral further includes a touch display 1605.
[0219] The touch display 1605 displays a user interface (UI). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display 1605 may also collect touch signals on or above the surface of the touch display 1605. The touch signals are input as control signals to the processor 1601 for processing. In this case, the touch display 1605 may also provide virtual buttons and / or a virtual keyboard (also referred to as soft buttons and / or a soft keyboard). In some embodiments, there is one touch display 1605 and it is located on the front panel of the terminal 1600. In other embodiments, there are at least two touch displays 1605 and they are located on different surfaces of the terminal 1600 or are foldable. In other embodiments, the touch display 1605 is a flexible display and is located on a curved or foldable surface of the terminal 1600. The touch display 1605 may also be configured to display non-rectangular, irregular graphics, i.e., an irregularly shaped screen. The touch display 1605 is made from materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and the like.
[0220] In some embodiments, terminal 1600 further includes one or more sensors 1609, including but not limited to a pressure sensor 1612.
[0221] The pressure sensor 1612 is provided on the side frame of the terminal 1600 and / or below the touch display 1605. When the pressure sensor 1612 is provided on the side frame of the terminal 1600, it detects a user's grip signal on the terminal 1600, and the processor 1601 recognizes left and right hands or performs quick operations based on the grip signal collected from the pressure sensor 1612. When the pressure sensor 1612 is provided below the touch display 1605, the processor 1601 realizes control of an operable widget on the UI interface based on the user's pressure operation on the touch display 1605. The operable widget includes at least one of a button widget, a scroll bar widget, an icon widget, and a menu widget.
[0222] Those skilled in the art will appreciate that the architecture of FIG. 16 does not limit terminal 1600, which may include more or fewer components than shown, may combine some components, or may employ different component arrangements.
[0223] The present application further provides a computer device, including a processor, that executes the following steps: displaying a first virtual object having a first skill and at least one candidate virtual object; when a second virtual object is located within a skill activation range of the first skill, displaying a linear skill indicator of the first skill between the first virtual object and the second virtual object, the second virtual object being one of the at least one candidate virtual object and being determined based on a direction in which the first virtual object is heading, a first end of the linear skill indicator being located on the first virtual object, and a second end of the linear skill indicator being located on the second virtual object; when at least one of the first virtual object and the second virtual object moves, updating and displaying at least one of a display length and a display position of the linear skill indicator; and controlling the first virtual object to activate the first skill on the second virtual object in response to a skill activation operation.
[0224] The present application further provides a computer-readable storage medium, in which a computer program is stored, and the computer program is executed by a processor to realize the above-described method for controlling a virtual object.
[0225] The present application further provides a chip, which includes a programmable logic circuit and / or program instructions, and when the chip is operated, realizes the method for controlling a virtual object described above.
[0226] The present application further provides a computer program product or a computer program, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium, and a processor reading and executing the computer instructions from the computer-readable storage medium to realize the above-described method for controlling a virtual object.
Claims
[Claim 1] A method for controlling a virtual object executed by a computer device, comprising: displaying a first virtual object having a first skill and at least one candidate virtual object; a step of displaying a linear skill indicator of the first skill between the first virtual object and the second virtual object when a second virtual object is located within a skill activation range of the first skill, the second virtual object being one of the at least one candidate virtual object and determined based on a direction in which the first virtual object is facing, a first end of the linear skill indicator being located on the first virtual object, and a second end of the linear skill indicator being located on the second virtual object; updating and displaying the linear skill indicator when at least one of the first virtual object and the second virtual object moves; and controlling the first virtual object in response to a skill activation operation to activate the first skill on the second virtual object.