Method and apparatus for controlling a virtual object, electronic device, and computer program
The method improves virtual object control in mobile games by allowing simultaneous adjustment of the viewing angle and prop release through an operation prompt layer adjustment, addressing the inefficiencies of conventional sequential touch operations.
Patent Information
- Application Number
- JP2024561575
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-10-14
- Filing Date
- 2023-09-26
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2043-09-26
AI Technical Summary
Conventional methods for controlling virtual objects in mobile games are inefficient, as they require sequential touch operations to adjust the field of view and skill release, preventing simultaneous control of these actions.
A method and apparatus that display a target control on a display interface, superimpose an operation prompt layer matching the viewing angle, and adjust the prompt layer and virtual scene screen when the touch point moves outside the initial display area, allowing simultaneous control of virtual object prop release and viewing angle adjustment.
This approach enhances control efficiency by allowing simultaneous adjustment of the virtual object's viewing angle and prop release action range, providing a richer control experience and addressing the inefficiencies of conventional methods.
Smart Images

Figure 2025516132000001_ABST
Abstract
Description
Technical Field
[0001] This application claims priority based on a Chinese patent application filed with the Chinese Patent Office on October 14, 2022, with an application number of 202211261278.5 and an invention title of "Method and Apparatus for Controlling Virtual Object, Storage Medium, and Electronic Device", and the entire content thereof is incorporated herein by reference.
[0002] This application relates to the technical field of computers, and in particular, to a method and apparatus for controlling virtual objects, an electronic device, and a computer program.
Background Art
[0003] As the performance of mobile devices is upgraded generation by generation, role-playing 3D real-world games have become increasingly popular. Since the playing methods of various games on conventional personal computer (PC) - type game consoles have been transplanted to mobile phones, various special operations need to be realized on mobile phones. For example, in PC games, the field of view and skill release (cast / activate) operations of virtual characters can be controlled by a keyboard and a mouse respectively, but in mobile games, usually, the virtual character can only be controlled in the form of touch. Therefore, for the two operations of adjusting the field of view of the virtual character and adjusting the skill release, they can only be realized by two different touch operations performed sequentially. For example, in the case of a fixed game field of view, the trajectory of skill release is adjusted by touch operation, or in the case of a fixed skill trajectory, the game viewing angle is adjusted by touch operation.
[0004] In the conventional method, both the adjustment of the game field of view and the adjustment of the game skill release in the game cannot be considered simultaneously, that is, there is a technical problem that the control efficiency of the conventional virtual object control method is relatively low.
[0005] So far, no effective solution has been proposed for the above problems.
Summary of the Invention
Problems to be Solved by the Invention
[0006] An embodiment of the present application aims to provide a method and apparatus for controlling a virtual object, an electronic device, and a computer program for solving at least the technical problem that the efficiency of a conventional method for controlling a virtual object is relatively low.
Means for Solving the Problems
[0007] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided, which displays a target control on a display interface on which a first virtual scene screen is displayed, wherein the above-mentioned first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; in response to a touch operation on the above-mentioned target control, an operation prompt layer matching the above-mentioned first viewing angle is superimposed and displayed on the above-mentioned target control (superimposed display), wherein the above-mentioned operation prompt layer is used to present a release action area (area / region / range) of a target virtual prop (item) that can be used by the above-mentioned target virtual object, and when the touch point corresponding to the above-mentioned touch operation stops at a first stop position in the above-mentioned operation prompt layer, release preview information of the above-mentioned target virtual prop matching the above-mentioned first stop position is displayed on the above-mentioned first virtual scene screen; and when it is determined that the above-mentioned touch point has moved to a second stop position outside a first display area where the currently displayed above-mentioned operation prompt layer is located, the above-mentioned operation prompt layer is adjusted to a second display area matching the above-mentioned second stop position, and the above-mentioned first virtual scene screen displayed on the above-mentioned display interface is adjusted to a second virtual scene screen, wherein the above-mentioned second virtual scene screen is a screen of a virtual scene observed by the above-mentioned target virtual object from a second viewing angle.
[0008] According to another aspect of an embodiment of the present application, a control device for a virtual object is further provided, which A first display unit for displaying a target control on a display interface on which a first virtual scene screen is displayed, wherein the above-mentioned first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; A second display unit for superimposing and displaying an operation prompt layer matched to the above-mentioned first viewing angle on the above-mentioned target control in response to a touch operation on the above-mentioned target control, wherein the above-mentioned operation prompt layer is used to present a release action range of a target virtual prop that can be used by the above-mentioned target virtual object, and when the touch point corresponding to the above-mentioned touch operation stops at a first stop position in the above-mentioned operation prompt layer, the above-mentioned first virtual scene screen displays the above-mentioned release preview information of the target virtual prop matched to the above-mentioned first stop position; and An adjustment unit for adjusting the above-mentioned operation prompt layer to a second display area matched to the above-mentioned second stop position and adjusting the above-mentioned first virtual scene screen displayed on the above-mentioned display interface to a second virtual scene screen when it is determined that the above-mentioned touch point has moved to a second stop position outside the first display area where the currently displayed above-mentioned operation prompt layer is located, wherein the above-mentioned second virtual scene screen is a screen of a virtual scene observed by the above-mentioned target virtual object from a second viewing angle, including the adjustment unit.
[0009] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, on which a computer program is stored, wherein the computer program is configured to implement the above-mentioned control method of the virtual object when executed.
[0010] According to another aspect of the embodiments of the present application, a computer program product is provided, which includes a computer program / instructions, and the computer instructions are stored in a computer-readable storage medium. By the processor of the computer device reading the computer program / instructions from the computer-readable storage medium and executing the computer program / instructions, the computer device is caused to implement the control method of the virtual object as described above.
[0011] According to another aspect of the embodiments of the present application, an electronic device is provided, which includes a memory and a processor. The above-mentioned memory stores a computer program, and the above-mentioned processor is configured to execute the control method of the virtual object by the above-mentioned computer program.
Advantages of the Invention
[0012] In an embodiment of the present application, a target control is displayed on a display interface where a first virtual scene screen is displayed. Among them, the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; in response to a touch operation on the target control, an operation prompt layer matching the first viewing angle is superimposed and displayed on the target control, and the operation prompt layer is used to present the release action range of available target virtual props of the target virtual object; and when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene screen displayed on the display interface is adjusted to a second virtual scene screen. Thus, when a touch operation on the target control is detected by displaying a special operation control for controlling the virtual object on the display interface, the operation prompt layer can be displayed. In this way, the release action range of the virtual prop can be accurately controlled based on the position of the touch point in the operation prompt layer, and when the touch point is located at a special position, a function of quickly adjusting the game viewing angle is provided, that is, the same operation that can simultaneously control the release of the prop of the virtual object and the adjustment of the viewing angle of the virtual object is provided, thereby providing a rich control effect and improving the control efficiency of the virtual object, and thus solving the technical problem that the efficiency of the conventional virtual object control method is relatively low.
Brief Description of the Drawings
[0013] The drawings described here are used to provide a further understanding of the present application, constitute a part of the present application, and the exemplary embodiments and their descriptions of the present application are used to interpret the present application and are not used to limit the present application.
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Embodiments for Carrying out the Invention
[0014] In order to enable those skilled in the art to better understand the technical solution of the present application, hereinafter, in conjunction with the drawings in the embodiments of the present application, the technical solution in the embodiments of the present application will be clearly and completely described. Of course, the described embodiments are only some embodiments of the present application, not all embodiments. Also, all other embodiments obtained by those skilled in the art based on the embodiments in the present application without creative labor should also belong to the protection scope of the present application.
[0015] It should be noted that the terms "first", "second", etc. in the specification, claims and the above-mentioned drawings of the present application are for distinguishing similar objects and do not represent a specific order or sequence. As can be understood, such used data can be exchanged when appropriate, so that the embodiments of the present application described herein can be implemented according to an order other than the order illustrated or described herein. Also, the terms "comprising", "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or machine comprising a series of steps or units is not limited to the explicitly listed steps or units, and may also include other steps or units not explicitly listed or inherent to these processes, methods, products or machines.
[0016] According to one aspect of the embodiments of the present application, a method for controlling a virtual object is provided. As one selectable embodiment, the above-mentioned method for controlling a virtual object can be applied to a control system for a virtual object in a hardware environment as shown in FIG. 1, but is not limited thereto. Among them, the control system for the virtual object may include, but is not limited to, a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. In the terminal device 102 and the terminal device 110, target clients (taking, for example, the target client being a type of game application client as shown in FIG. 1) are respectively executed. The above-mentioned terminal device 102 and terminal device 110 each include a human-computer interaction screen (screen), a processor, and a memory. The human-computer interaction screen is used to display a virtual game scene (such as the virtual game scene shown in FIG. 1), and further, the human-computer interaction interface is used to provide a human-computer interaction operation for controlling a virtual object controlled in the virtual scene. The virtual object completes a game task set in the virtual scene. The processor is used to generate an interaction command according to the above-mentioned human-computer interaction operation and transmit the interaction command to the server. The memory is used to store related attribute data, for example, target attribute information of the controlled virtual object, virtual prop attribute information possessed, etc. The attribute information here may include information for identifying its identity, current location, etc., but is not limited thereto. Among them, in the terminal device 102, a client for controlling a first virtual object is executed. Optionally, when the second virtual object is a virtual object controlled by the terminal device, in the terminal device 110, a client for controlling the second virtual object is executed. The second virtual object and the first virtual object here can perform predetermined interactive events, such as attack events, defense events, skill release events, etc. during the game.
[0017] In addition, the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads the virtual scene information and operation information to be executed for each virtual object from the database 108. Assuming that the terminal device 102 in FIG. 1 is used to control the first virtual object and the terminal device 104 is used to control the second virtual object in the same game task, in this case, the specific process of this embodiment is as follows. That is, as shown in steps S102 to S106, the terminal device 102 displays the virtual scene where the first virtual object is located; subsequently, a target control is displayed on the display interface where the first virtual scene screen is displayed. Among them, the first virtual scene screen is the screen of the virtual scene observed by the target virtual object from the first perspective; in response to a touch operation on the target control, an operation prompt layer matching the first perspective is superimposed and displayed on the target control. Among them, the operation prompt layer is used to present the release action range (area) of the target virtual props available for the target virtual object. When the touch point corresponding to the touch operation stops at the first stop position in the operation prompt layer, release preview information of the target virtual prop matching the first stop position is displayed on the first virtual scene screen; next, as in step S108, the terminal device 102 transmits touch operation information to the server 106 through the network 104; then, the server 106 executes step S110 to generate a second virtual scene screen based on the touch operation information; next, as in step S112, the server 106 transmits the second virtual scene screen to the terminal device 102 through the network 104; finally, when the terminal device 102 executes step S116 and determines that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to the second display area matching the second stop position, and the first virtual scene screen displayed on the display interface is adjusted to the second virtual scene screen. Among them, the second virtual scene screen is the screen of the virtual scene observed by the target virtual object from the second perspective.
[0018] As another alternative embodiment, when the terminal device 102 or the terminal device 110 has a powerful computing and processing capability, the above-described step S110 can also be completed by the terminal device 102 or the terminal device 110. Note that this is only an example and is not limited thereby in this embodiment.
[0019] Optionally, in this embodiment, the above-described terminal device may be a terminal device for setting a target client, and may include at least one of the following, but is not limited thereto, that is, a mobile phone (for example, an Android mobile phone, an iOS mobile phone, etc.), a notebook computer, a tablet computer, a handheld computer, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target client may be a client that supports the provision of a shooting game task, such as a video client, an instant communication client, a browser client, an education client, etc. The above-described network may include a wired network or a wireless network, but is not limited thereto. Among them, the wired network includes a local area network, a metropolitan area network, and a wide area network, and the wireless network includes Bluetooth, WIFI, and other networks capable of realizing wireless communication. The above-described server may be a single server, a server group composed of a plurality of servers, or a cloud server. etc. The above is only an example and this embodiment is not limited thereby.
[0020] As an option, in this embodiment, the above-described virtual object control method can be applied to a game terminal application (Application (APP)) that completes a predetermined confrontation game task in a virtual scene. For example, it can be applied to a virtual confrontation game application in a MOBA (Multiplayer Online Battle Arena) application, but is not limited thereto. The above-described confrontation game task may be a game task completed by virtual objects controlled by the current player using human-computer interaction operations and virtual objects controlled by other players through confrontation interactions in a virtual scene, but is not limited thereto. The above-described virtual object control method may further be applied to an MMORPG (Multiplayer Online Role-Playing Game) terminal application. In such a game, the current player may complete in-game social game tasks from the first-person perspective of the virtual object in a Role-Playing manner. For example, the player may complete game tasks together with other virtual objects. Here, the social game tasks may be executed in an application (for example, a non-standalone game APP) in the form of a plugin or an applet, or may be executed in an application (for example, a standalone game APP) by a game engine, but are not limited thereto. The above-described types of game applications include at least one of the following, but are not limited thereto, that is, 2D (Two Dimension) game applications, 3D (Three Dimension) game applications, virtual reality (Virtual Reality (VR)) game applications, augmented reality (Augmented Reality (AR)) game applications, mixed reality (Mixed Reality (MR)) game applications, and the like. It should be noted that the above is only an example, and this embodiment is not limited by them.
[0021] The above-described embodiments of the present application may further be applied to open-world type games, but are not limited thereto. The so-called open world means that the combat scenes in the game are completely free and open. Players can move forward and explore freely in any direction. The distance between the boundaries in each direction is very large. Also, there are simulated objects of various shapes and sizes in the scene, and physical collisions or interactions can be generated with entities such as players and AI. In an open-world game, players can control virtual objects to complete game tasks through confrontation interactions.
[0022] In an embodiment of the present application, a target control is displayed on a display interface where a first virtual scene screen is displayed. Among them, the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first perspective; in response to a touch operation on the target control, an operation prompt layer matching the first perspective is superimposed and displayed on the target control. The operation prompt layer is used to present the release action range of available target virtual props of the target virtual object; and when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene screen displayed on the display interface is adjusted to a second virtual scene screen. Thus, when a touch operation on the target control is detected, a special operation control for controlling the virtual object can be displayed on the display interface, and in this way, the release action range of the virtual prop can be accurately controlled based on the position of the touch point in the operation prompt layer. When the touch point is located at a special position, the operation prompt layer can be adjusted to a second display area matching the second stop position, and the first virtual scene screen displayed on the display interface can be adjusted to a second virtual scene screen. Among them, the second virtual scene screen is a screen of a virtual scene observed by the target virtual object from a second perspective.
[0023] As an alternative selectable embodiment, as shown in FIG. 2, the above-described method for controlling a virtual object includes the following steps.
[0024] S202: Display a target control on a display interface where a first virtual scene screen is displayed, where the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle.
[0025] Specifically, in this embodiment, the first virtual scene screen is a screen of a virtual scene under the first viewing angle of the target virtual object.
[0026] S204: In response to a touch operation on the target control, superimpose and display an operation prompt layer that matches the first viewing angle on the target control.
[0027] Among them, the operation prompt layer is used to present the release action range of available target virtual props of the target virtual object. When the touch point corresponding to the touch operation stops at the first stop position in the operation prompt layer, release preview information of the target virtual prop that matches the first stop position is displayed on the first virtual scene screen. Among them, the operation prompt layer is used to present the release action range of target virtual props that can be called when the target virtual object is located at a predetermined position.
[0028] Among them, the first stop position in the above-mentioned operation prompt layer may also be a position in one predetermined area for stopping touch points within the operation prompt layer.
[0029] S206: When it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, adjust the operation prompt layer to a second display area that matches the second stop position, and adjust the first virtual scene screen displayed on the display interface to a second virtual scene screen.
[0030] Among them, the second virtual scene screen is the screen of the virtual scene observed by the target virtual object from the second perspective. That is, the second virtual scene screen is the screen of the virtual scene under the second perspective of the target virtual object. The above-mentioned second stop position may also be a position in one predetermined area for touch point stopping outside the first display area where the currently displayed operation prompt layer is located.
[0031] In this embodiment, the above-mentioned target virtual object may be a virtual character, virtual image or virtual person controlled by the player in the game. As can be understood, the player can control the target virtual object to execute an operation corresponding to the target control by the method in the above steps, and can also switch different game scene screens by adjusting the perspective of the target virtual object.
[0032] In the above step S202, the above-mentioned target control may be an attack control for triggering an attack operation, or a skill control for triggering a skill operation. For example, the above-mentioned target control may be an attack tool control corresponding to a virtual attack tool, and the above-mentioned target control may also be a skill control corresponding to a virtual skill. In this embodiment, the type of operation corresponding to the above-mentioned target control is not limited.
[0033] As an option, the touch operation in the above step S204 may be a long-press operation, a single-click operation, or even a double-click operation, but the type of the above touch operation is not limited in this embodiment.
[0034] Note that the operation prompt layer that matches the first - person view in step S204 described above refers to the following, that is, the operation prompt layer corresponds to the first - person view of the target virtual object, and the area displayed on the operation prompt layer can be used to show the virtual scene under the first - person view observed by the target virtual object. The operation prompt layer in step S204 described above may be a display layer superimposed on the target control. The range displayed on the layer shows the virtual scene under the first - person view of the currently controlled virtual object, and is used to show the release preview information of the target virtual prop of the target control by the elements displayed on the operation prompt layer. The release preview information may be, for example, operation aiming information, operation range information, operation target information, etc. For example, when the control operation corresponding to the target control is a shooting operation, a prompt pattern for showing aiming information may be displayed on the operation prompt layer. As one selectable method, aiming information may be shown based on the direction of the prompt line displayed on the operation prompt layer. In another method, shooting curve information of the shooting prop may be shown by the curve displayed on the prompt layer. Also, for example, when the control operation corresponding to the target control is a skill release operation of a special prop, a prompt pattern for showing the action range information of the skill release may be displayed on the operation prompt layer. In one selectable method, trajectory information of the skill release may be shown based on the action curve displayed on the operation prompt layer. In another selectable method, the overall range within the virtual scene may be shown by the operation prompt layer, and the action range within the virtual scene of the above - mentioned skill may be shown by the color blocks displayed on the operation prompt layer.
[0035] The touch point in step S204 will be further described below. The above-mentioned touch point is a display element displayed on the operation prompt layer, which can be used not only to indicate the release information of the target virtual prop, but also to indicate the currently received touch operation information. For example, the above-mentioned touch point may be used to indicate the actual touch area within the display area of the current operation target (e.g., the player). The above-mentioned touch point may further be used to indicate the operation area corresponding to the actual touch area within the display area of the current operation target (e.g., the player). In other words, the position of the above-mentioned touch point may be different from the position where the actual touch area is located within the display area of the current operation target.
[0036] In this embodiment, the preview information of the release of the target virtual prop is indicated by the prompt element including the above-mentioned touch point displayed on the operation prompt layer. While the prompt element is displayed on the operation prompt layer, it is also possible to simultaneously display (synchronously display) the preview information of the release of the target virtual prop that matches the touch point stop position in the virtual scene. For example, when the target virtual prop is a virtual shooting prop, the aiming information of the target virtual prop is simultaneously previewed and displayed in the virtual scene (e.g., an aiming crosshair is displayed); when the target virtual prop is a virtual throwing prop, the throwing trajectory curve of the target virtual prop is simultaneously previewed and displayed in the virtual scene; when the target virtual prop is a virtual skill prop, the skill action range of the target virtual prop is simultaneously previewed and displayed in the virtual scene.
[0037] In this embodiment, when the touch point of the touch operation in step S204 stops at the first stop position on the operation prompt layer, the preview information of the release of the target virtual prop that matches the first stop position is displayed on the first virtual scene screen. Specifically, the preview information of the release of the target virtual prop may be displayed at the display position that matches the first stop position on the first virtual scene screen.
[0038] The following describes the first display area in the above step S206. Note that the area that is default displayed on the above operation prompt layer in response to a touch operation on the target control may be the above first display area, and corresponds to the first viewing angle of the current virtual object; when the touch point moves outside the first display area, the second viewing angle of the virtual object is adjusted accordingly based on the stop position of the touch point, and the virtual scene screen under the second viewing angle is displayed. As can be understood, when the touch point moves within the first display area, the virtual object can be controlled to maintain the current game viewing angle unchanged, that is, to maintain the display of the screen of the virtual scene observed from the first viewing angle.
[0039] The following, in conjunction with FIGS. 3 and 4, describes two selectable display methods of the above operation prompt layer.
[0040] The target control 301 as shown in Fig. 3(a) is a display format of one selectable target control. In response to a long-press operation on the target control 301, subsequently, a control display pattern as shown in Fig. 3(b) is displayed, that is, an operation prompt layer 302 is superimposed on the target control 301, and a touch point 303 and an arrow 304 are displayed on the operation prompt layer. As can be understood, the sector area displayed on the currently displayed operation prompt layer 302 may be used to show the virtual game scene under the first viewing angle observed by the current virtual object, and the area where the current operation prompt layer is located may also be the above-mentioned first display area. The touch point 303 displayed on the operation prompt layer 302 may be used to indicate the touch range where the currently received touch signal is located, which may be the actual touch position of the player. Also, the position information where the touch signal is located may be used to indicate the release action range of the target virtual prop corresponding to the target control 301. For example, when the target control 301 is a shooting prop control, the position within the operation prompt area of the current touch point 303 indicates that the current aiming direction is straight ahead; when the target control 301 is a skill prop control, the position within the operation prompt area of the current touch point 303 indicates the action range of the current skill, which is the mapping area in the virtual game scene of the area in the operation prompt layer of the display area of the touch point 303. Subsequently, when the touch point moves outside the first display area, as shown in Fig. 3(c), an operation prompt layer 305 located in the second display area is displayed based on the position of the touch point 303, and a second viewing angle is determined based on the deviation angle (deviation angle) between the current touch point 303 and the first display area where the operation prompt layer 302 is located, and a virtual scene screen matching the second viewing angle can be displayed.
[0041] The target control 401 as shown in Fig. 4(a) is another selectable display mode of the target control. In response to a long-press operation on the target control 401, subsequently, a control display pattern as shown in Fig. 4(b) is displayed, that is, the target control 401 is switched to the touch point 402 for display, and a slide bar-style operation prompt layer 403 is superimposed thereon. The rectangular range displayed on the currently displayed operation prompt layer 402 may be used to show the virtual game scene under the first viewing angle observed by the current virtual object, and the area where the current operation prompt layer is located may also be the above-mentioned first display area. The touch point 402 displayed on the operation prompt layer 403 may be used to show the touch range where the currently received touch signal is located, which may be the actual touch position of the player. Also, the position information where the touch signal is located may be used to show the release action range of the target virtual prop corresponding to the target control 401. For example, when the target control 401 is a shooting prop control, the position within the operation prompt area of the current touch point 402 (i.e., the middle of the slide bar) indicates that the current aiming direction is straight ahead; when the target control 401 is a skill prop control, the position within the operation prompt area of the current touch point 402 indicates the action range of the current skill, which is the mapping area in the virtual game scene of the area within the operation prompt layer of the display area of the touch point 402, that is, the center of the slide bar can be used to correspond to the center position of the virtual scene. Subsequently, when the touch point moves outside the first display area, as shown in Fig. 4(c), a second display area is determined based on the position of the current touch point 402, and an operation prompt layer 404 can be displayed in the second display area. Also, according to the deviation distance between the touch point 402 and the first display area 405 where the operation prompt layer before adjustment is located, and the mapping relationship between the deviation distance and the viewing angle adjustment, the size of the viewing angle that needs to be adjusted is determined, thereby determining the second viewing angle, and simultaneously displaying a virtual scene screen that matches the second viewing angle.
[0042] Hereinafter, in conjunction with FIGS. 5 and 6, an embodiment in one specific game scene of the above-described method of the present application will be described. As shown in FIG. 5, the currently displayed game interface includes a scene screen observed from the first-person perspective of the target virtual character. In response to a long-press operation on the target control 501, an operation prompt layer 502 is superimposed and displayed on the target control 501, and a touch point 503 and an arrow 504 are displayed on the operation prompt layer. As can be understood, the fan-shaped area displayed on the currently displayed operation prompt layer 502 may be used to indicate the virtual game scene under the first-person perspective observed by the current virtual object, and the area where the current operation prompt layer is located may also be the above-described first display area. The touch point 503 displayed on the operation prompt layer 502 may be used to indicate the touch range where the currently received touch signal is located, which may be the actual touch position of the player. Also, the position information where the touch signal is located can be used to indicate the release action range of the target virtual prop corresponding to the target control 501. In FIG. 5, when the target control 501 is a shooting prop control, the current aiming direction is shown to be straight ahead based on the positions of the current touch point 503 and the arrow 504 within the operation prompt area, and the release preview information of the current shooting prop is shown by displaying a trajectory 505 in the virtual scene; subsequently, when the touch point moves outside the first display area, as shown in FIG. 6, when a second viewing angle is determined based on the position of the touch point, a virtual scene screen matched to the second viewing angle is displayed. For example, in FIG. 6, a virtual object 601 that could not be observed from the first-person perspective originally is displayed in the second viewing angle.
[0043] In this embodiment, the second display area is a display area matched to (corresponding to) the second stop position, specifically, it may be a display area within a predetermined range where the second stop position is located.
[0044] In this embodiment, the second virtual scene screen is the screen of the virtual scene observed by the target virtual object from the second viewing angle. According to the above-described embodiments of the present application, a target control is displayed on a display interface on which a first virtual scene screen is displayed, where the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; in response to a touch operation on the target control, an operation prompt layer matched to the first viewing angle is superimposed and displayed on the target control, and the operation prompt layer is used to present the release action range of available target virtual props of the target virtual object; when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matched to the second stop position, and the first virtual scene screen displayed on the display interface is adjusted to a second virtual scene screen, whereby, when a touch operation on the target control is detected by displaying a special operation control for controlling the virtual object on the display interface, the operation prompt layer can be displayed. In this way, the release action range of the virtual prop can be accurately controlled based on the position of the touch point in the operation prompt layer, and a function of quickly adjusting the game viewing angle when the touch point is located at a special position is provided, so that the release of the prop of the virtual object can be controlled with the same operation while the viewing angle of the virtual object can also be adjusted, thereby providing a rich control effect and improving the control efficiency of the virtual object, and thus solving the technical problem that the efficiency of the conventional virtual object control method is relatively low.
[0045] As an alternative embodiment, after superimposing and displaying an operation prompt layer matched to the first viewing angle on the above-described target control, the following is further included, that is, in response to a first trigger operation on a first reference stop position in the operation prompt layer within the first display area, in the virtual scene displayed on the first virtual scene screen, the target virtual prop is released according to the first release preview information matched to the first reference stop position.
[0046] As an alternative embodiment, before releasing the target virtual prop according to the first release preview information that matches the first reference stop position, the following steps are further included. That is, when it is determined that the first reference stop position has been adjusted to the second reference stop position, in response to a second trigger operation on the second reference stop position, in the virtual scene displayed on the first virtual scene screen, the target virtual prop is released according to the second release preview information that matches the second reference stop position.
[0047] As can be understood, in this embodiment, in response to a long-press operation on the target control, by superimposing an operation prompt layer on the first display area including the target control, the player can continuously slide the touch point on the operation prompt layer to control the release range of the virtual prop corresponding to the target control, and at the same time adjust the release preview information in the virtual scene. Also, when a release operation is detected (for example, when the finger leaves the screen), the prop is released according to the release preview information.
[0048] Hereinafter, in conjunction with FIGS. 7 and 8, the embodiments of the above method will be further described.
[0049] As shown in Fig. 7(a), when it is a control for triggering a skill tool with which the target control can deflect the trajectory, in response to a long-press operation on the target control, an operation prompt layer is superimposed and displayed on the target control, and release preview information, i.e., the trajectory 701, is displayed in the virtual scene. For better understanding, in the case immediately after triggering the target control, by default, the position of the touch point is the first position in Fig. 7(a), that is, it is located at the center of the operation prompt layer. Also, in the virtual scene, the preview skill trajectory is a straight line by default. Subsequently, in response to the display that the touch point in the operation prompt layer has moved to the second position, that is, the display in Fig. 7(b), based on the second position of the touch point, the display of the trajectory 702 in the virtual scene is controlled, that is, the preview trajectory is controlled to deflect simultaneously based on the position of the touch point; when the touch point continues to move, Fig. 7(c) is displayed, and based on the third position of the touch point, the display of the trajectory 703 in the virtual scene is controlled, that is, the preview trajectory is controlled to deflect simultaneously based on the position of the touch point. Finally, in response to the touch release operation at the above-mentioned third position, the skill tool can be controlled to release the skill effect along the trajectory 703.
[0050] As shown in FIG. 8(a), when the target control is a control for triggering a skill gadget having an area effect, in response to a long-press operation on the target control, an operation prompt layer is superimposed and displayed on the target control. At the same time, release preview information, i.e., the action area 801, is displayed in the virtual scene. For better understanding, immediately after triggering the target control, by default, the position of the touch point is the first position in FIG. 8(a), that is, it is located at the center of the operation prompt layer. Also, in the virtual scene, the preview skill action area is a specific area that is by default at the center of the current field of view. Subsequently, in response to the display that the touch point within the operation prompt layer has moved to the second position, i.e., the display in FIG. 8(b), based on the second position of the touch point, the display of the action area 802 in the virtual scene is controlled, that is, the preview trajectory is controlled to deflect simultaneously based on the position of the touch point. When the touch point continues to move, FIG. 8(c) is displayed, and based on the third position of the touch point, the display of the action area 803 in the virtual scene is controlled, that is, the preview action area is controlled to move simultaneously based on the position of the touch point. Finally, in response to the touch release operation at the above-mentioned third position, the skill gadget can be controlled to release the skill effect in the action area 803.
[0051] According to the above-described embodiment of the present application, when it is determined that the first reference stop position is adjusted to the second reference stop position, in response to the second trigger operation on the second reference stop position, in the virtual scene displayed on the first virtual scene screen, the target virtual gadget is released according to the second release preview information that matches the second reference stop position. When it is determined that the first reference stop position is adjusted to the second reference stop position, in response to the second trigger operation on the second reference stop position, in the virtual scene displayed on the first virtual scene screen, the target virtual gadget is released according to the second release preview information that matches the second reference stop position. Thus, by receiving the position information of the touch point within the operation prompt layer, the preview release area of the virtual gadget can be adjusted in real time, so that the control efficiency for the virtual gadget can be improved.
[0052] As an alternative possible implementation, after superimposing and displaying an operation prompt layer that matches the first viewing angle on the target control, the following steps are further included: that is, when the touch point moves, the display area where the operation prompt layer is located on the display interface and the touch point are adjusted simultaneously.
[0053] As can be understood, in this embodiment, when the touch point moves within the first display area, preview information of the target virtual prop is displayed based on the position information of the touch point, and at the same time, the operation prompt layer is controlled to remain unchanged; when the touch point moves from within the first display area to outside the first display area, the operation prompt layer is controlled to follow the position of the touch point and be adjusted simultaneously.
[0054] The adjustment method of the above-mentioned operation prompt layer will be described below in conjunction with FIG. 9. As shown in FIG. 9(a), in response to a long-press operation on the target control 901, the operation prompt layer 902 is displayed on the target control 901, and by displaying the touch point 903 and the arrow 904, the preview trajectory information of the current target virtual prop is shown. Subsequently, in response to the movement operation of the touch point 903, when the touch point 903 moves to the right edge of the operation prompt layer 902, a control pattern as shown in FIG. 9(b) is displayed, and the touch point 905 and the corresponding arrow 906 at the right edge of the first display area are displayed. Subsequently, in response to the fact that the touch point 905 continues to move to the second position outside the first display area, that is, in response to displaying FIG. 9(c), the touch point 908 and the corresponding arrow 909 at the second position are displayed, and the operation prompt layer 907 after synchronous adjustment is displayed. As shown in FIG. 9(c), the operation prompt layer 907 is a layer obtained by rotating the original operation prompt layer 902 based on the touch point 908. As can be understood, the area where the current operation prompt layer 907 is located may also be the second display area. Furthermore, in the process of the touch point 905 moving to the position where the touch point 908 is located, the operation prompt layer can be rotated and updated in real time based on the real-time position of the touch point, and the updated operation prompt layer can be displayed in real time. Note that since the operation prompt layer can be used to indicate the current viewing angle of the target virtual object, the game viewing angle of the current target virtual object can be adjusted simultaneously by moving the touch point.
[0055] In addition, since the position of the operation prompt layer can be adjusted simultaneously based on the position of the touch point, the relative position between the touch point and the operation prompt layer can always be kept in a stable state. As a result, the position of the operation prompt layer can be adjusted simultaneously based on the position of the touch point, and the preview information of the tool release indicated by the touch point can be kept unchanged. For example, in Fig. 9(b), the touch point 905 is located at the edge position of the operation prompt layer 902 and can be used to indicate that the preview trajectory of the current target virtual tool is deflected 60° to the right; in Fig. 9(c), the touch point 908 is similarly located at the edge position of the operation prompt layer 907 and can be used to indicate that the preview trajectory of the current target virtual tool is deflected 60° to the right with respect to the front of the current viewing angle.
[0056] According to the above-described embodiments of the present application, in a manner of simultaneously adjusting the display area where the operation prompt layer is located on the display interface and the touch point as the touch point moves, the operation prompt layer and the game viewing angle of the target virtual object are controlled to be adjusted simultaneously based on the position of the touch point. In this way, through the cooperation relationship between the operation prompt layer and the touch point, rapid coordinated adjustment between the preview information of the release of the target virtual tool and the game viewing angle of the target virtual character can be realized.
[0057] As an optional embodiment, after adjusting the first virtual scene screen displayed on the display interface to the second virtual scene screen, the following further includes: in response to a third trigger operation at a third reference stop position on the operation prompt layer in the second display area, in the virtual scene displayed on the second virtual scene screen, the target virtual tool is released according to the third release preview information that matches the third reference stop position.
[0058] In addition, in the present embodiment, after adjusting the first virtual scene screen displayed on the display interface based on the relative positional relationship between the touch point and the first display area to the second virtual scene screen, the following operations can continue to be controlled, that is, the touch point moves on the operation prompt layer displayed in the second display area, and the release preview information is simultaneously adjusted based on the position of the touch point. Also, when a trigger operation is detected, the target virtual prop is released in the second virtual scene according to the latest release preview information.
[0059] The above method will be further described below in conjunction with Figure 10. As shown in Figure 10(a), in response to a trigger operation on the target control 1001, an operation prompt layer 1002 is superimposed and displayed on the target control 1001, and a default virtual prop preview trajectory, i.e., trajectory 1003, is displayed on the first virtual scene screen. As can be understood, the area where the current operation prompt layer 1002 is located is the above-mentioned first display area. Subsequently, in response to a movement operation within the operation prompt layer 1002 of the touch point, the preview trajectory is controlled to deflect simultaneously. As shown in Figure 10(b), when the touch point is at the left edge of the operation prompt layer 1002, the display of trajectory 1004 is controlled, i.e., the current trajectory deflection angle has already reached the maximum value. Subsequently, in continuous response to the movement of the touch point, when the touch point moves outside the first display area where the operation prompt layer 1002 is located, the operation prompt layer rotates simultaneously based on the position of the touch point, and the game view angle of the target virtual object is rotated simultaneously based on the rotation angle of the operation prompt layer, and the virtual game scene under the current game view angle is controlled to be displayed. As shown in Figure 10(c), when the touch point displayed on the operation prompt layer moves to the position shown in Figure 10(c), an operation prompt layer 1005 that matches the current touch point position is displayed, and the virtual scene screen corresponding to the operation prompt layer 1005 and the virtual object 1007 that appears on the screen are controlled to be displayed. As can be understood, in the process of adjusting the view angle, the trajectory 1006 is maintained to follow and deflect the game view angle at the maximum deflection angle, whereby the end point of the current virtual prop trajectory release, i.e., the position where the virtual object 1007 is located, can be determined based on the preview trajectory information. Then, the target control 1001 is released under the current view angle and preview trajectory, i.e., the virtual prop can be controlled to hit the virtual object 1007 along the trajectory 1006.
[0060] According to the above-described embodiments of the present application, in response to a third trigger operation on a third reference stop position in an operation prompt layer within a second display area, in a virtual scene displayed on a second virtual scene screen, a target virtual prop is released according to third release preview information that matches the third reference stop position. Thereby, a flexible and efficient control method is provided. The player can call the operation prompt layer by long-pressing a skill control, and can control a skill trajectory and a game view angle based on a touch point within the operation prompt layer. Therefore, complicated operations of controlling a view angle and an action range respectively by two different touch operations are avoided, the control efficiency of the virtual object is improved, and the technical problem that the efficiency of the conventional control method for the virtual object is relatively low can be solved.
[0061] As an optional method, after the target virtual prop is released, the following may further be included, that is, the operation prompt layer is made invisible.
[0062] As can be understood, in this embodiment, when the operation prompt layer is called by long-pressing the target control and the target control is released, by making the operation prompt layer invisible, it is possible to avoid other display elements within the display interface being covered due to the long-time display of the operation prompt layer. Also, by controlling to redisplay the operation prompt area when the target control is triggered, the display efficiency of the operation prompt layer can be improved.
[0063] As an optional embodiment, after an operation prompt layer that matches a first view angle is superimposed and displayed on the above-described target control, the following may be included, that is, when it is determined that the touch point has moved to a target operation position arranged for the operation prompt layer, the operation prompt layer is made invisible.
[0064] In addition, in this embodiment, after the target control is long-pressed to call the operation prompt layer, the touch point is moved to the target operation position, and the operation prompt layer is made invisible, so that the current skill trigger operation can be canceled. For example, by moving the touch point to the center point of the skill control, or by moving the touch point to an operation position that is a target distance away from the operation prompt layer in the game operation interface, the skill cancellation operation can be completed.
[0065] According to the above-described embodiment of the present application, when it is determined that the touch point has moved to the target operation position arranged for the operation prompt layer, by making the operation prompt layer invisible, a cancellation operation after the control trigger is provided, preventing a skill from being accidentally released due to an accidental touch operation, and improving the accuracy of controlling virtual items.
[0066] Hereinafter, in conjunction with FIGS. 10 and 11, one complete embodiment of the present application will be described.
[0067] When a player of a game releases a skill having a ballistic trajectory, it can be selectively released by a virtual joystick of the skill key (button). After pressing the finger, without releasing the finger, move it up, down, left, or right. At this time, control a predetermined direction of the ballistic trajectory of the skill, and the skill can be released after releasing the finger. As shown in FIGS. 10(a) and 10(b), when the player prepares to release the skill (pre-release the skill) (that is, when long-pressing the skill control to display the operation prompt layer), by sliding the finger in the left-right direction, it can be selected whether the pre-release trajectory of the skill bends to the left or to the right. However, the sliding range at this time is limited only to the fan-shaped range of the marked virtual joystick. The fan-shaped range is about 120 degrees, and the finger can freely slide within this area to control the release trajectory of the skill. At this time, the player's viewing angle does not change by the control of the virtual joystick.
[0068] When the player encounters an attack from an enemy outside the field of view at this time, since the first reaction is to make the currently prepared skill hit the enemy in this out-of-field-of-view area, it is necessary to adjust the current field of view. Because the skill is still in the preparation stage of release, at this time, the player can continue to touch and slide the virtual joystick to control the change of their field of view. As shown in Figure 10(c), when the finger is rotated to the left towards the area where the enemy is located and the touch exceeds the boundary of the original fan-shaped area that controls the skill trajectory, the player's field of view is adjusted. At this time, the fan-shaped area also undergoes a rotational change simultaneously. That is, at this time, the player's field of view is adjusted after exceeding the boundary of the skill trajectory. The skill trajectory has a pre-release effect of turning to the left, and the enemy is also within the current field of view. Since the adjustment area of the fan-shaped trajectory can rotate with the field of view, at this time, the player can continue to slide to the right without affecting the adjustment of the field of view to control the curve of the trajectory, thereby achieving an accurate hitting effect.
[0069] For example, as shown in Figure 11(a), at this time, the enemy is located on the right side within the field of view area. Since the skill trajectory cannot completely hit the enemy at this time, the player needs to move the virtual joystick to the right. At this time, the skill trajectory also turns to the right, but the field of view does not change. As shown in Figure 11(b), when the skill trajectory overlaps with the enemy, when the virtual joystick is released at this time, the skill can be directly released, thereby hitting the enemy and completing the attack operation.
[0070] When the enemy player still adjusts their position and exceeds the player-adjusted field of view range, the player can continue to slide the virtual joystick to adjust the view beyond the boundary of the skill trajectory area. As shown in Fig. 11(c), at this time, the enemy moves to the right visual field area, and since the player needs to quickly turn to the right at this time, the player can continuously control the skill virtual joystick and quickly slide it to the right, that is, after quickly deflecting the skill trajectory to the right and crossing the trajectory control boundary, start turning to the right at this time. When deflecting to the visual field area where the enemy is, release the finger to release the skill and complete the attack operation.
[0071] Next, in conjunction with FIG. 12, another complete embodiment will be described. As shown in FIG. 12(a), in response to a touch operation on the target control, a slider 1202 is displayed and used to adjust the throwing range of the current throwing prop. In response to a touch operation on the target control, by default, the touch point is located at the center of the slider 1202, and the preview range 1201 in the virtual scene is located at the position where the midpoint on the default trajectory is located. Subsequently, as shown in FIG. 12(b), in response to the movement of the touch point within the slider 1204, when the touch point moves to the top of the slider 1204, the preview range for the throwing prop in the virtual scene is controlled to be displayed at the position of the top of the default throwing trajectory, that is, as shown in FIG. 12(b), the range 1203 is displayed. At this time, if it is assumed that the target virtual object is attacked by the virtual object 1205, it is necessary to further adjust the range to realize a counterattack against the virtual object 1205. However, since the current throwing prop only supports the adjustment of the distance of the range on the default trajectory, it is necessary to adjust the game perspective of the target virtual object to counterattack the virtual object within the range. Then, in response to the upward movement of the touch point on the slider, as shown in FIG. 12(c), when the touch point moves to a target position outside the first display area 1207 where the slider 1204 is located, the viewing angle adjustment angle is determined based on the distance difference between the target position and the first display area, and the second game scene is displayed based on the viewing angle adjustment angle, and at the same time, the trajectory of the throwing prop is controlled to be adjusted simultaneously with the adjustment of the viewing angle. As a result, by making the range 1206 be at the position where the virtual object 1205 is located, a counterattack against the enemy virtual object can be realized.
[0072] According to the above-described embodiment of the present application, a target control is displayed on a display interface on which a first virtual scene screen is displayed. Among them, the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; in response to a touch operation on the target control, an operation prompt layer matching the first viewing angle is superimposed and displayed on the target control. The operation prompt layer is used to present the release action range of the target virtual props that can be used by the target virtual object; and when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene screen displayed on the display interface is adjusted to a second virtual scene screen. Thus, when a touch operation on the target control is detected by displaying a special operation control for controlling the virtual object on the display interface, the operation prompt layer can be displayed. In this way, the release action range of the virtual props can be accurately controlled based on the position of the touch point in the operation prompt layer, and when the touch point is located at a special position, a function of quickly adjusting the game viewing angle can be provided. By providing the same operation that can simultaneously control the release of the virtual object's props and the adjustment of the virtual object's viewing angle, a rich control effect can be provided, and the control efficiency of the virtual object can be improved, thereby solving the technical problem that the efficiency of the conventional virtual object control method is relatively low.
[0073] As a selectable embodiment, superimposing and displaying an operation prompt layer matching the first viewing angle on the target control in response to a touch operation on the target control includes the following steps.
[0074] S1: Obtain the touch position information of the touch operation; S2: Determine a first deflection (offset) angle based on the touch position information and the position information of the region reference line of the first display area. Among them, the region reference line is the center line of the first display area; and S3: Display a touch point corresponding to the touch operation on the operation prompt layer based on the first offset angle.
[0075] In addition, in this embodiment, the actual touch position of the received touch operation may be different from the display position of the touch point. Specifically, based on the deviation angle (shift angle) between the actual position of the touch operation and the reference line of the operation prompt layer, the display position of the touch point within the operation prompt layer can be determined.
[0076] As one selectable embodiment, when displaying a touch point corresponding to a touch operation on the operation prompt layer based on the above-mentioned first deviation angle, the following is further included, that is, when the touch point stops at the stop position within the operation prompt layer, in the first virtual scene screen, the release preview information of the target virtual prop is updated based on the first deviation angle.
[0077] Hereinafter, in conjunction with FIG. 13, the above-mentioned display method of the touch point will be described. As shown in FIG. 13(a), when the position of the current touch operation point is at the position where the operation point 1301 is located, it is determined that the angle between the connection line between the operation point and the center point of the target control and the area reference line 1303 is 0°, and by displaying the touch point 1302 at the position of the angle corresponding to the second round circle within the operation prompt layer, it is shown that the trajectory deviation angle of the current target virtual prop is 0°. Subsequently, as shown in FIG. 13(b), when the position of the current touch operation point is at the position where the operation point 1304 is located, it is determined that the angle between the connection line between the operation point and the center point of the target control and the area reference line is 30°, and by displaying the touch point 1305 at the 30° position corresponding to the second round circle within the operation prompt layer, it is shown that the trajectory deviation angle of the current target virtual prop deviates 30° to the right.
[0078] As can be understood, in the case of a mobile phone game, since the display area is limited, when only the movement control operation within the operation prompt area is provided, adjustment errors may occur due to the relatively small control area. In this embodiment, by expanding the touch range that can actually control the adjustment to the area outside the prompt area, fine angle adjustment can be realized by a large touch operation.
[0079] The principle of the screen sensing the movement trajectory of a finger will be briefly introduced below in conjunction with FIG. 14. As shown in FIG. 14, electrodes are plated on the four sides of the touch panel, and a low-voltage AC electric field can be formed. When the screen is touched, due to the conductivity of the human body, the finger and the conductor layer form a coupling capacitor, and the current emitted from the four-side electrodes flows to the touch point, and then flows into the metal oxide between the inner layer and the outer layer of the touch panel to generate a signal. The CPU can obtain the coordinate point based on the received signal. It can be understood that the horizontal coordinate of the mobile phone is the X-axis and the vertical coordinate is the Y-axis. In this way, the screen can sense the sliding trajectory and path of the finger.
[0080] According to the above-described embodiment of the present application, the touch position information of the touch operation is obtained; a first deviation angle is determined based on the touch position information and the position information of the region reference line of the first display region, wherein the region reference line is the center line of the first display region; and, in a manner of displaying a touch point corresponding to the touch operation on the operation prompt layer based on the first deviation angle, when the actual operation control point is not located within the operation prompt layer, the position of the touch point is displayed at the corresponding position within the operation prompt layer. Thereby, it is possible to accurately adjust the skill deviation angle and the game viewing angle based on the position of the touch point.
[0081] As a selectable embodiment, after determining the first deviation angle based on the above-described touch position information and the position information of the region reference line of the first display region, the following steps are further included.
[0082] S1: When the first deviation angle is greater than the target angle threshold, it is determined that the touch point has moved to a stop position outside the first display region; S2: Taking the difference between the first deviation angle and the target angle threshold as the viewing angle adjustment parameter; and S3: Determining a second viewing angle based on the viewing angle adjustment parameter, and displaying a second virtual scene screen observed by the target virtual object under the second viewing angle.
[0083] As an alternative embodiment, after using the difference between the above-mentioned first deviation angle and the target angle threshold as a viewing angle adjustment parameter, the following steps are further included.
[0084] S1: Rotate the operation prompt layer that matches the first viewing angle according to the viewing angle adjustment parameter to determine a second display area that matches the stop position; S2: Display the operation prompt layer in the second display area; S3: Determine a second deviation angle based on the touch position information and the position information of the region reference line of the second display area; S4: Display a touch point corresponding to the touch operation on the operation prompt layer based on the second deviation angle; and S5: When the touch point stops at the stop position within the operation prompt layer, update the release preview information of the target virtual prop based on the second deviation angle on the second virtual scene screen.
[0085] The principle of determining the trajectory of the joystick area or the adjustment of the viewing angle will be further described below in conjunction with FIG. 15. In this embodiment, when simultaneously processing camera rotation and skill trajectory selection, the behavior of the player is determined based on the coordinate angle of touch movement. The first display position (X1, Y1) and the current rotation angle of the virtual camera are obtained by the touch panel. The current rotation angle of the virtual camera is a quaternion, and the quaternion can be regarded as a 4-dimensional vector and can be used to represent the rotation of an object in space, etc. As shown in FIG. 15(a), at this time, based on the angle α on the horizontal plane of the current rotation angle, a rotation range with left and right rotation boundaries of 60 degrees each, that is, a 120-degree rotation range within the horizontal plane, is recorded and represented as a planar sector area displayed on the terminal. As shown in FIG. 15(b), when the touch movement of the terminal is detected, the determination of the behavior is performed. When the change in the camera angle corresponding to the obtained display position at this time is less than 60 degrees, the combat module, that is, the trajectory deviation of the skill pre-release, is triggered correspondingly. As shown in FIG. 15(c), when the camera angle corresponding to the obtained display position at this time exceeds 60 degrees, first, the skill trajectory deviation within the area range is determined, and then the virtual camera is deflected by a value exceeding 60 degrees on the left and right. When exceeding 60 degrees to the left, the rotation angle after exceeding is recorded as the left boundary of the sector, and the 120-degree area on the right from the new left boundary is set as the skill trajectory deviation area to the right. When exceeding 120 degrees on the right in the new skill trajectory deviation area, it is determined that the camera controls the deflection. Similarly, when exceeding 60 degrees to the right, the rotation angle after exceeding is stored as the right boundary of the new sector, and the 120-degree area on the left from the right boundary of the new sector is set as the skill trajectory deviation area to the left. When exceeding the 120-degree boundary on the left, it is determined that the camera controls the deflection. By repeating (circulating) based on this, the synchronous control effect of the camera and the skill trajectory on the horizontal angle can be realized.
[0086] The overall adjustment method for the trajectory and viewing angle in this embodiment will be described below in conjunction with FIG. 16.
[0087] As shown in FIG. 16, first, when a long-press operation on the target control is detected, step S1602 is executed to display a virtual joystick at the touch position on the touch panel of the user device; subsequently, step S1604 is executed to record real-time movement coordinates as the user's touch point on the touch panel moves. When the player touches a key on the touch panel of the device, it is determined that the first display position of the graphical user interface (GUI) is obtained, which is set as the coordinate origin (X1, Y1), and this position may be affected by the range of the hot zone of the skill key.
[0088] Subsequently, as in step S1606, corresponding operations are executed based on the movement information of the virtual joystick.
[0089] Note that the control of the virtual joystick can be divided into different action modules, and common ones include a movement module, a camera module, a combat module, etc.
[0090] The movement module is mainly used to execute step S1608. By moving the joystick to record coordinate points and controlling the movement of the touch point in real time, real-time control coordinates (Xn, Yn) are obtained based on the touch movement of the player's finger. The relative direction and distance between (X1, Y1) and (Xn, Yn) are calculated, and by issuing a joystick command that simulates a gamepad to the system, the multi-faceted movement direction of the character or the trajectory of skill release is controlled.
[0091] The camera module is mainly used to execute step S1610. After obtaining the rotation angle after coordinate position movement, it adjusts according to the movement of the camera; and when the player touches the game interface, it obtains the current rotation angle of the virtual camera and makes it adapt to the current coordinate position. Also, real-time coordinate positions are recorded based on the touch movement of the finger to obtain the corresponding rotation angle, thereby adapting to the shake of the camera.
[0092] The combat module is mainly used to execute step S1612, obtain the rotation angle after coordinate position movement, and adapt to the change of the trajectory.
[0093] In the judgment step, mainly step S1614 is executed to judge the separation of the touch, determine the separation position as coordinates, that is, detect the separation of the contact between the finger and the game interface, determine the behavior of each module with the separation position as the final coordinates, that is, the player stops moving, stops the camera, or releases the skill.
[0094] After the judgment step is completed, mainly steps S1616 to S1620 are executed to execute the stop of the movement; execute the stop of the camera; and execute the release of the skill.
[0095] According to the above embodiments of the present application, when there are needs for camera control and preselected trajectory control in the player's operation skills, the operation of simultaneously controlling the camera and the trajectory can be realized by determining the angle range of the horizontal plane or the vertical plane. Moreover, the operation fits exactly with the player's action line. The angle of the player's camera can be controlled by the displacement of a large virtual joystick, and the effect of skill release can be accurately controlled by a small displacement, so it can kill two birds with one stone. Thereby, the player can be made to obtain a more accurate and convenient operation method in the actual combat experience, so that the complexity and richness of the skill operation of this type of game can be improved. In addition, since the operation experience of this type of skill release can be optimized by this operation, the player can be made to experience the convenient effect of operating the keyboard and mouse on the mobile terminal.
[0096] Regarding the embodiments of the above-described methods, for the convenience of explanation, they are represented as a combination of a series of operations. However, as those skilled in the art will understand, the present application is not limited by the order of the operations described, because according to the present application, some steps can be executed in other orders or simultaneously. Also, as those skilled in the art can understand, all the embodiments described in the specification are preferred embodiments, and such operations and modules are not necessarily required for the present application.
[0097] According to another aspect of the embodiments of the present application, a virtual object control device for implementing the above-described virtual object control method is further provided. As shown in FIG. 17, the device includes the following.
[0098] First display unit 1702: It is used to display a target control on a display interface where a first virtual scene screen is displayed. Among them, the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; Second display unit 1704: It is used to superimpose and display an operation prompt layer matching the first viewing angle on the target control in response to a touch operation on the target control. Among them, the operation prompt layer is used to present the release action range of available target virtual props of the target virtual object. When the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, release preview information of the target virtual prop matching the first stop position is displayed on the first virtual scene screen; and Adjustment unit 1706: When it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, it is used to adjust the operation prompt layer to a second display area matching the second stop position, and to adjust the first virtual scene screen displayed on the display interface to a second virtual scene screen. Among them, the second virtual scene screen is a screen of a virtual scene observed by the target virtual object from a second viewing angle.
[0099] As an option, in this embodiment, for the embodiments implemented by each of the above units, reference may be made to the embodiments of each of the above methods, and detailed descriptions thereof are omitted here.
[0100] According to another aspect of the embodiments of the present application, there is further provided an electronic device for implementing the above virtual object control method, and the electronic device may be a terminal device or a server as shown in FIG. 18. In this embodiment, the case where the electronic device is a terminal device will be described as an example. As shown in FIG. 18, the electronic device includes a memory 1802 and a processor 1804. A computer program is stored in the memory 1802, and the processor 1804 is configured to execute the steps in each of the above method embodiments according to the computer program.
[0101] As an option, in this embodiment, the above electronic device may be located at at least one of a plurality of network devices in a computer network.
[0102] As an option, in this embodiment, the above processor may be configured to execute the following steps according to a computer program.
[0103] S1: Display a target control on a display interface where a first virtual scene screen is displayed, where the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; S2: In response to a touch operation on the target control, superimpose and display an operation prompt layer that matches the first viewing angle on the target control, where the operation prompt layer is used to present the release action range of available target virtual props of the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, release preview information of the target virtual prop that matches the first stop position is displayed on the first virtual scene screen; and S3: When it is determined that the touch point has moved to a second stop position outside the first display area where the operation prompt layer is currently displayed, adjust the operation prompt layer to the second display area matched with the second stop position, and adjust the first virtual scene screen displayed on the display interface to the second virtual scene screen, where the second virtual scene screen is a screen of the virtual scene observed by the target virtual object from the second viewing angle.
[0104] Optionally, as can be understood by those skilled in the art, the configuration shown in FIG. 18 is merely exemplary, and the electronic device may be a terminal device such as a smartphone (e.g., Android smartphone, iOS smartphone, etc.), a tablet computer, a handheld computer, a MID (Mobile Internet Devices), a PAD, etc. FIG. 18 does not limit the configuration of the above-mentioned electronic device. For example, the electronic device may further include more or fewer components (e.g., network interface, etc.) than those shown in FIG. 18, or may have an arrangement different from that shown in FIG. 18.
[0105] Among them, the memory 1802 may be used to store software programs and modules, for example, program instructions / modules corresponding to the virtual object control method and apparatus in the embodiments of the present application. The processor 1804 can execute the software programs and modules stored in the memory 1802 to perform various function applications and data processing, that is, to implement the above-mentioned virtual object control method. The memory 1802 may include a high-speed random access memory, and may further include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid memories. In some examples, the memory 1802 may further include a memory installed remotely with respect to the processor 1804, and these remote memories can be connected to the terminal via a network. Examples of the above-mentioned network may include the Internet, intranet, local area network, mobile communication network, and combinations thereof. Among them, the memory 1802 may specifically be used to store information such as each element in the scene screen and control information of the virtual object, but is not limited thereto. As an example, as shown in FIG. 18, the above-mentioned memory 1802 may include, but is not limited to, the first display unit 1702, the second display unit 1704, and the adjustment unit 1706 in the above-mentioned virtual object control apparatus. Further, it may further include other modules and units in the above-mentioned virtual object control apparatus, but the detailed description thereof is omitted here.
[0106] Optionally, the transmission device 1806 is included for transmitting and receiving data via one network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 1806 includes one NIC (Network Interface Controller), which can communicate with the Internet or a local area network by being connected to other network devices and routers by the network. In one example, the transmission device 1806 is an RF (Radio Frequency) module, which is used to communicate with the Internet in a wireless manner.
[0107] In addition, the above-mentioned electronic device further includes the following, namely, a display 1808 for displaying a virtual scene at the interface; and a connection bus 1810 for connecting each module in the above-mentioned electronic device.
[0108] In other embodiments, the above-mentioned terminal device or server may be a node in a distributed system, among which, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting a plurality of nodes in the form of network communication. Among them, a P2P (Peer To Peer) network can be configured between the nodes, and any form of computer device, such as electronic devices such as servers and terminals, can all become a node in the blockchain system by being added to the P2P network.
[0109] According to one aspect of the present application, a computer program product is provided, which includes a computer program / instructions, and the computer program / instructions include program code for executing a method as shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via a communication unit and / or can be installed from a removable storage medium. When the computer program is executed by a central processing unit, various functions provided in the embodiments of the present application can be realized.
[0110] The numbers of the above-mentioned embodiments of the present application are for illustrative purposes only and do not represent the superiority or inferiority of the embodiments.
[0111] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, so that the computer device executes the above-mentioned control method for a virtual object.
[0112] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the following steps.
[0113] S1: Display a target control on a display interface where a first virtual scene screen is displayed, where the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; S2: In response to a touch operation on the target control, superimpose and display an operation prompt layer that matches the first viewing angle on the target control, where the operation prompt layer is used to present the release action range of available target virtual props of the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, release preview information of the target virtual prop that matches the first stop position is displayed on the first virtual scene screen; and S3: When it is determined that the touch point has moved to a second stop position outside the first display area where the operation prompt layer currently displayed is located, adjust the operation prompt layer to a second display area matched with the second stop position, and adjust the first virtual scene screen displayed on the display interface to a second virtual scene screen, where the second virtual scene screen is a screen of a virtual scene observed by the target virtual object from a second viewing angle.
[0114] As an option, in this embodiment, as can be understood by those skilled in the art, all or some of the steps in the various methods of the above embodiments can be completed by instructing the hardware related to the terminal device by a program, and the program can be stored in a computer-readable storage medium, and the storage medium may include a flash memory, a ROM (Read-Only Memory), a RAM (Random Access Memory), a magnetic disk, an optical disk, etc.
[0115] The units integrated in the above embodiments are realized in the form of software function units, and when sold or used as an independent product, they can be stored in the above computer-readable storage medium. Based on such an understanding, the technical scheme of this application, in essence, or the part that has contributed to the prior art, or all or part of the technical scheme may be embodied in the form of a software product, and the computer software product is stored in a storage medium and includes several instructions to cause one or more computer devices (personal computers, servers, network devices, etc.) to execute all or part of the steps of the above methods of the embodiments of this application.
[0116] In the above embodiments of this application, each embodiment is described with emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0117] In some embodiments provided by the present application, as can be understood, the disclosed client may be implemented in other ways. Among them, the above-described device embodiments are merely illustrative. For example, the above-described division of units is logical, and there may be other division methods when actually implemented. For example, a plurality of units or assemblies can be combined, or integrated into another system. Alternatively, some features may be omitted or not executed. Also, the connections, direct connections, or communication connections shown or discussed between each other may be indirect connections or communication connections through some interfaces, units, or modules, or may be electrical or other forms.
[0118] The units described as the above-separated components may not be physically separated. Also, the components shown as units may not be physical units, that is, they may be located in one place or distributed across multiple networks. Also, according to actual needs, some or all of the units may be selected from them to implement the technical solution of this embodiment.
[0119] Furthermore, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit. The units integrated in this way may be implemented in the form of hardware or in the form of software functional units.
[0120] The preferred embodiments of the present application have been described above. However, the present application is not limited to this embodiment. Without departing from the spirit of the present application, any changes to the present application belong to the technical scope of the present application.
Claims
1. A method for controlling a virtual object executed by an electronic device, comprising: displaying a target control on a display interface on which a first virtual scene screen is displayed, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object from a first viewing angle; in response to a touch operation on the target control, superimposing and displaying an operation prompt layer that matches the first viewing angle on the target control, wherein the operation prompt layer is used to present a release action range of available target virtual props of the target virtual object, and when the touch point of the touch operation stops at a first stop position in the operation prompt layer, displaying release preview information of the target virtual prop that matches the first stop position on the first virtual scene screen; and when it is determined that the touch point has moved to a second stop position outside a first display area where the currently displayed operation prompt layer is located, adjusting the operation prompt layer to a second display area that matches the second stop position, and adjusting the first virtual scene screen displayed on the display interface to a second virtual scene screen, wherein the second virtual scene screen is a screen of a virtual scene observed by the target virtual object from a second viewing angle.
2. The method according to claim 1, wherein after superimposing and displaying an operation prompt layer that matches the first viewing angle on the target control, the method further comprises simultaneously adjusting a display area where the operation prompt layer displayed on the display interface is located and the touch point while the touch point moves.
3. The method according to claim 1, wherein after superimposing and displaying an operation prompt layer that matches the first viewing angle on the target control, the method further comprises releasing the target virtual prop according to first release preview information that matches a first reference stop position in a virtual scene displayed on the first virtual scene screen in response to a first trigger operation on the first reference stop position in the operation prompt layer within the first display area.
4. The method according to claim 3, wherein before releasing the target virtual prop according to the first release preview information that matches the first reference stop position, the method further comprises When it is determined that the first reference stop position has been adjusted to the second reference stop position, in response to a second trigger operation on the second reference stop position, in the virtual scene displayed on the first virtual scene screen, releasing the target virtual prop according to second release preview information that matches the second reference stop position. A method including this step.
5. The method according to any one of claims 1 to 4, After adjusting the first virtual scene screen displayed on the display interface to a second virtual scene screen, the method further includes: In response to a third trigger operation on a third reference stop position in the operation prompt layer within the second display area, in the virtual scene displayed on the second virtual scene screen, releasing the target virtual prop according to third release preview information that matches the third reference stop position. A method including this step.
6. The method according to any one of claims 1 to 4, After the target virtual prop is released, the method further includes: A method including the step of making the operation prompt layer invisible.
7. The method according to any one of claims 1 to 4, After superimposing and displaying an operation prompt layer that matches the first viewing angle on the target control, the method further includes: When it is determined that the touch point has moved to a target operation position arranged for the operation prompt layer, a method including the step of making the operation prompt layer invisible.
8. The method according to any one of claims 1 to 4, In response to a touch operation on the target control, the step of superimposing and displaying an operation prompt layer that matches the first viewing angle on the target control includes: Obtaining touch position information of the touch operation; Determining a first deviation angle based on the touch position information and the position information of the region reference line of the first display area, where the region reference line is the center line of the first display area; and Based on the first deviation angle, a method including the step of displaying the touch point corresponding to the touch operation on the operation prompt layer.
9. The method according to claim 8, When displaying the touch point corresponding to the touch operation on the operation prompt layer based on the first deviation angle, the method further includes: A method comprising the step of updating release preview information of the target virtual prop based on the first deviation angle on the first virtual scene screen when the touch point stops at the stop position on the operation prompt layer.
10. The method according to claim 8, after determining a first deviation angle based on the touch position information and the position information of the region reference line of the first display region, the method further comprises: determining that the touch point has moved to a stop position outside the first display region when the first deviation angle is greater than a target angle threshold; using the difference between the first deviation angle and the target angle threshold as a viewing angle adjustment parameter; and a method comprising determining a second viewing angle based on the viewing angle adjustment parameter and displaying a second virtual scene screen in which the target virtual object is observed at the second viewing angle.
11. The method according to claim 10, after using the difference between the first deviation angle and the target angle threshold as a viewing angle adjustment parameter, the method further comprises: rotating an operation prompt layer matching the first viewing angle according to the viewing angle adjustment parameter and determining a second display region matching the stop position; displaying the operation prompt layer in the second display region; determining a second deviation angle based on the touch position information and the position information of the region reference line of the second display region; displaying the touch point corresponding to the touch operation on the operation prompt layer based on the second deviation angle; and a method comprising the step of updating release preview information of the target virtual prop based on the second deviation angle on the second virtual scene screen when the touch point stops at the stop position on the operation prompt layer.
12. An apparatus for controlling a virtual object, a first display unit for displaying a target control on a display interface on which a first virtual scene screen is displayed, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object at a first viewing angle, the first display unit; A second display unit for superimposing and displaying an operation prompt layer matching the first viewing angle on the target control in response to a touch operation on the target control, wherein the operation prompt layer is used to present the release action range of available target virtual props of the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, release preview information of the target virtual prop matching the first stop position is displayed on the first virtual scene screen; and An adjustment unit for adjusting the operation prompt layer to a second display area matching the second stop position and adjusting the first virtual scene screen displayed on the display interface to a second virtual scene screen when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, wherein the second virtual scene screen is a screen of a virtual scene observed by the target virtual object from a second viewing angle, the apparatus comprising the adjustment unit.
13. An electronic device including a processor and a memory connected to the processor, wherein a computer program is stored in the memory, and the processor is configured to implement the method according to any one of claims 1 to 4 by executing the computer program. The electronic device.
14. A program for causing a computer to execute the method according to any one of claims 1 to 4.
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