Virtual object control method and device, electronic device and computer program

JP2026027359A5Pending Publication Date: 2026-06-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-11-06
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Conventional methods for controlling virtual objects in mobile games lack efficiency in simultaneously adjusting the game field of view and skill release, requiring separate touch operations for each adjustment.

Method used

A method and apparatus that superimpose an operation presentation layer on a display interface to present the release action range of virtual props, allowing simultaneous adjustment of the viewing angle and skill release by tracking the touch point's movement across the layer.

Benefits of technology

Enables accurate and efficient control of virtual object props by allowing simultaneous adjustment of the game viewing angle and skill release, enhancing control efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a method and apparatus for controlling a virtual object, a storage medium and an electronic device. The method includes: displaying a target control on a display interface displaying a first virtual scene screen, the first virtual scene screen being a screen of a virtual scene observed by a target virtual object at a first visual angle; superimposing an operation presentation layer corresponding to the first visual angle on the target control in response to a touch operation on the target control; and, when it is determined that the touch point has moved to a second stop position other than a first display area where the currently displayed operation presentation layer is located, adjusting the operation presentation layer to a second display area corresponding to the second stop position, and adjusting the first virtual scene screen displayed on the display interface to a second virtual scene screen. This application solves the technical problem that the efficiency of existing virtual object control methods is relatively low.
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Description

[Technical Field]

[0001] This application claims priority from a Chinese patent application filed with the China Patent Office on October 14, 2022, bearing application number 202211261278.5 and entitled "Method and apparatus for controlling virtual objects, storage medium and electronic device," the entire contents of which are incorporated herein by reference.

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

[0003] As mobile device performance improves with each generation, role-playing 3D real-world games are becoming increasingly popular. As various gameplay styles from traditional personal computer (PC) game consoles are being ported to mobile phones, various specialized operations must be implemented on mobile phones. For example, while PC games allow the keyboard and mouse to control the virtual character's field of view and skill release (cast / activate), mobile games typically only allow virtual characters to be controlled by touch. Therefore, the two operations of adjusting the virtual character's field of view and skill release can only be implemented by two separate touch operations performed sequentially. For example, in the case of a fixed game field of view, a touch operation can be used to adjust the skill release trajectory, or in the case of a fixed skill trajectory, a touch operation can be used to adjust the game view angle.

[0004] The conventional method cannot simultaneously consider both the adjustment of the game field of view and the adjustment of the game skill release in the game, that is, the conventional method for controlling virtual objects has a technical problem of relatively low control efficiency.

[0005] So far, no effective solution has been proposed for the above problem. Summary of the Invention [Problem to be solved by the invention]

[0006] The embodiments of the present application aim 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 conventional methods for controlling a virtual object is relatively low. [Means for solving the problem]

[0007] According to one aspect of an embodiment of the present application, there is provided a method for controlling a virtual object, the method 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 at a first visual angle; In response to a touch operation on the target control, an operation presentation layer corresponding to the first visual angle is superimposed on the target control, wherein the operation presentation layer is used to present a release action section (area / region / range) of a target virtual prop (item) that can be used by the target virtual object, and when a touch point corresponding to the touch operation stops at a first stop position on the operation presentation layer, release preview information of the target virtual prop corresponding to the first stop position is displayed on the first virtual scene screen; and When it is determined that the touch point has moved to a second stop position other than the first display area where the currently displayed operation presentation layer is located, the operation presentation layer is adjusted to a second display area corresponding to the second stop position, and the first virtual scene screen displayed on the display interface is adjusted 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 at a second viewing angle.

[0008] According to another aspect of the embodiment of the present application, there is further provided a control device for a virtual object, which includes: a first display unit for displaying a target control on a display interface on which a first virtual scene screen is displayed, the first virtual scene screen being a screen of a virtual scene observed by a target virtual object at a first visual angle; a second display unit for superimposing an operation presentation layer corresponding to the first visual angle on the target control in response to a touch operation on the target control, the operation presentation layer being used to present a release action range of a target virtual prop that can be used by the target virtual object, and displaying release preview information of the target virtual prop corresponding to the first stop position on the operation presentation layer when a touch point corresponding to the touch operation stops at a first stop position on the operation presentation layer on the first virtual scene screen; and and an adjustment unit for, when determining that the touch point has moved to a second stop position other than the first display area where the currently displayed operation presentation layer is located, adjusting the operation presentation 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, wherein the second virtual scene screen is a screen of a virtual scene observed by the target virtual object at a second viewing angle.

[0009] According to another aspect of an embodiment of the present application, a computer-readable storage medium is provided, storing a computer program, the computer program being configured, when executed, to implement the above-described method for controlling a virtual object.

[0010] According to another aspect of an embodiment of the present application, there is provided a computer program product, the computer program product including computer programs / instructions stored in a computer-readable storage medium, wherein a processor of a computing device reads the computer programs / instructions from the computer-readable storage medium and executes the computer programs / instructions, thereby causing the computing device to realize the method for controlling a virtual object as described above.

[0011] According to another aspect of an embodiment of the present application, there is provided an electronic device, which includes a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the method for controlling a virtual object according to the computer program. [Effects of the Invention]

[0012] In an embodiment 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 at a first visual angle; according to a touch operation on the target control, an operation presentation layer corresponding to the first visual angle is superimposed on the target control, and the operation presentation layer is used to present the release action range of the target virtual object's available target virtual props; and when it is determined that the touch point has moved to a second stop position other than the first display area where the currently displayed operation presentation layer is located, the operation presentation layer is adjusted to a second display area corresponding to the second stop position, and the first virtual scene screen displayed on the display interface is changed to a second stop position. The virtual scene screen is adjusted to display special operation controls for controlling virtual objects on the display interface, so that when a touch operation on the target control is detected, an operation presentation layer can be displayed. In this way, the release action range of the virtual prop can be accurately controlled according to the position of the touch point on the operation presentation layer, and when the touch point is located at a special position, the function of quickly adjusting the game viewing angle is provided, that is, the same operation can be provided to simultaneously control the release of the virtual object prop and the adjustment of the virtual object's viewing angle, thereby providing rich control effects and improving the control efficiency of the virtual object, thereby solving the technical problem of the relatively low efficiency of the traditional virtual object control method. [Brief explanation of the drawings]

[0013] The drawings described herein are used to provide a further understanding of the present application, constitute a part of the present application, and the illustrative embodiments and the description thereof are used to interpret the present application, but are not used to limit the present application. [Figure 1] FIG. 1 illustrates a hardware environment for a method for controlling one selectable virtual object in an embodiment of the present application. [Figure 2] 1 is a flowchart of a method for controlling one selectable virtual object in an embodiment of the present application. [Figure 3]FIG. 1 illustrates a control method for one selectable virtual object in an embodiment of the present application. [Figure 4] FIG. 10 illustrates another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 5] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 6] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 7] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 8] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 9] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 10] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 11] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 12] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 13] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 14] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 15] FIG. 10 illustrates yet another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 16] 10 is a flowchart of another method for controlling a selectable virtual object in an embodiment of the present application. [Figure 17] FIG. 2 is a block diagram of a control device for one selectable virtual object in an embodiment of the present application. [Figure 18]FIG. 1 is a block diagram of one selectable electronic device in an embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION

[0014] In order to allow those skilled in the art to better understand the technical solutions of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Of course, the described embodiments are only some of the embodiments of the present application, not all of the embodiments. In addition, all other embodiments obtained by those skilled in the art based on the embodiments of the present application without any creative work shall also fall within the scope of protection of the present application.

[0015] It should be noted that the terms "first," "second," etc. in the specification, claims, and drawings of this application are used to distinguish between similar objects and do not represent a particular order or chronological order. It should be understood that data used in this manner can be interchanged where appropriate, thereby enabling the embodiments of the application described herein to be performed in an order other than that illustrated or described herein. Furthermore, the terms "comprise" and "have" and any variations thereof are intended to cover a 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, but may also include other steps or units not explicitly listed or inherent to such process, method, product, or machine.

[0016] According to one aspect of the embodiments of the present application, a method for controlling a virtual object is provided. In one alternative embodiment, the method for controlling a virtual object can be applied to, but is not limited to, a virtual object control system in a hardware environment as shown in FIG. 1 , where the virtual object control system 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. The terminal device 102 and the terminal device 110 each run a target client (for example, as shown in FIG. 1 , the target client is a game application client). The terminal device 102 and the terminal device 110 each include a human-computer interaction 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 provides a human-computer interaction interface to receive human-computer interaction operations for controlling a virtual object controlled in the virtual scene, and the virtual object completes a game task set in the virtual scene. The processor is used to generate interaction commands in response to the above-mentioned human-computer interaction operations and transmit the interaction commands to the server. The memory is used to store related attribute data, such as object attribute information of the controlled virtual object and attribute information of the virtual props held by the virtual object, where the attribute information may include, but is not limited to, information identifying the identity and current location of the virtual object. A client for controlling a first virtual object is executed on the terminal device 102, and optionally, a client for controlling a second virtual object is executed on the terminal device 110 when the second virtual object is a virtual object controlled by the terminal device. The second virtual object and the first virtual object are controlled during the game to perform predetermined interactive events, such as attack events, defense events, and skill release events.

[0017] The server 106 also 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 of each virtual object and its corresponding operation information from the database 108. Assuming that the terminal device 102 in FIG. 1 is used to control a first virtual object and the terminal device 104 is used to control a second virtual object in the same game task, the specific process of this embodiment is as follows: as shown in steps S102 to S106, a virtual scene in which the first virtual object is located is displayed on the terminal device 102; then, 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 the virtual scene observed by the target virtual object from a first visual angle; in response to a touch operation on the target control, an operation presentation layer corresponding to the first visual angle is superimposed on the target control, where the operation presentation layer is used to present a release action range (area) of a usable target virtual prop for the target virtual object; when a touch point corresponding to the touch operation stops at a first stop position on the operation presentation layer, the first virtual object is displayed on the display interface. The imaginary scene screen displays the release preview information of the target virtual prop that matches the first stopping position; then, as in step S108, the terminal device 102 sends touch operation information to the server 106 via the network 104; then, the server 106 executes step S110 to generate a second virtual scene screen based on the touch operation information; then, as in step S112, the server 106 sends the second virtual scene screen to the terminal device 102 via the network 104; finally, as in step S116, the terminal device 102 executes step S116 to determine that the touch point has moved to a second stopping position other than the first display area where the currently displayed operation presentation layer is located, adjust the operation presentation layer to a second display area that matches the second stopping position, and adjust the first virtual scene screen displayed on the display interface to a second virtual scene screen, wherein the second virtual scene screen is the screen of the virtual scene observed by the target virtual object at a second viewing angle.

[0018] As another optional embodiment, when the terminal device 102 or the terminal device 110 has powerful computing capabilities, the above-mentioned step S110 can also be completed by the terminal device 102 or the terminal device 110. Note that this is merely an example, and the present embodiment is not limited thereto.

[0019] Optionally, in this embodiment, the aforementioned terminal device may be a terminal device on which a target client is configured, and may include at least one of the following, but is not limited to, a mobile phone (e.g., an Android mobile phone, an iOS mobile phone, etc.), a laptop, a tablet computer, a handheld computer, a mobile Internet device (MID), a PAD, a desktop computer, a smart TV, etc. The target client may be a client that supports providing a shooting game task, such as a video client, an instant communication client, a browser client, or an educational client. The aforementioned network may include, but is not limited to, a wired network or a wireless network, where the wired network includes a local area network, a metropolitan area network, and a wide area network, and the wireless network includes Bluetooth, Wi-Fi, and other networks that can realize wireless communication. The aforementioned server may be a single server, a server cluster consisting of multiple servers, or a cloud server. The above-mentioned examples are merely examples, and the embodiment is not limited thereto.

[0020] Optionally, in this embodiment, the above-described virtual object control method may be applied to a game terminal application (APP) that completes a predetermined competitive game task in a virtual scene, such as, but not limited to, a virtual competitive game application in a MOBA (Multiplayer Online Battle Arena) application. The above-described competitive game task may be, but is not limited to, a game task completed by a competitive interaction between a virtual object in a virtual scene controlled by a current player using human-computer interaction operations and a virtual object controlled by another player. The above-described virtual object control method may also be applied to an MMORPG (Multiplayer Online Role-Playing Game) terminal application, in which the current player completes a social game task in the game from a first perspective of the virtual object in a role-playing manner, such as completing a game task together with other virtual objects. The social game task here may be implemented in an application (e.g., a non-standalone game APP) in the form of a plug-in or applet, or in an application (e.g., a standalone game APP) in a game engine. The types of game applications described above include at least one of the following, but are not limited to these: 2D (Two Dimension) game applications, 3D (Three Dimension) game applications, Virtual Reality (VR) game applications, Augmented Reality (AR) game applications, Mixed Reality (MR) game applications, etc. Note that the above are merely examples, and the present embodiment is not limited thereto.

[0021] The above-described embodiments of the present application may also be applied to, but are not limited to, open-world type games. The so-called open world refers to a completely free and open battle scene in the game, where the player can freely move forward and explore in any direction, the distance between the boundaries of each direction is very large, and there are also simulated objects of various shapes and sizes in the scene, which can generate various physical collisions or interactions with entities such as the player and AI. In open-world games, the player can control virtual objects to complete game tasks through opposing interactions.

[0022] In an embodiment 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 at a first visual angle; according to a touch operation on the target control, an operation presentation layer corresponding to the first visual angle is superimposed on the target control, and the operation presentation layer is used to present the release action range of the target virtual object's available target virtual props; and when it is determined that the touch point has moved to a second stop position other than the first display area where the currently displayed operation presentation layer is located, the operation presentation layer is adjusted to a second display area corresponding to the second stop position, and is displayed on the display interface. The first virtual scene screen displayed on the display interface is adjusted to a second virtual scene screen, thereby displaying a special operation control for controlling the virtual object on the display interface, so that when a touch operation on the target control is detected, an operation presentation layer can be displayed. In this way, the release action range of the virtual prop can be accurately controlled according to the position of the touch point on the operation presentation layer. When the touch point is located at a special position, the operation presentation layer can be adjusted to a second display area corresponding to the second stopping position, and the first virtual scene screen displayed on the display interface can be adjusted to a second virtual scene screen, in which the second virtual scene screen is the screen of the virtual scene observed by the target virtual object at the second visual angle.

[0023] As an alternative embodiment, as shown in FIG. 2, the above-mentioned method for controlling a virtual object includes the following steps:

[0024] S202: Display a target control on a display interface that displays a first virtual scene image, where the first virtual scene image is an image of a virtual scene observed by a target virtual object at a first viewing angle.

[0025] Specifically, in this embodiment, the first virtual scene screen is a screen of the virtual scene under a first viewing angle of the target virtual object.

[0026] S204: In response to a touch operation on the target control, an operation presentation layer that matches the first visual angle is superimposed and displayed on the target control.

[0027] Wherein, the operation presentation layer is used to present the release action range of the target virtual props available for the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position on the operation presentation layer, the release preview information of the target virtual props matching the first stop position is displayed on the first virtual scene screen, Wherein, the operation presentation layer is used to present the release action range of the target virtual props available for the target virtual object when the target virtual object is located at a predetermined position.

[0028] Wherein, the first stopping position in the operation presentation layer can be a position in a predetermined region for stopping the touch point in the operation presentation layer.

[0029] S206: If it is determined that the touch point has moved to a second stop position other than the first display area where the currently displayed operation presentation layer is located, adjust the operation presentation 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 the second virtual scene screen.

[0030] The second virtual scene screen is a screen of the virtual scene observed by the target virtual object at the second visual angle, i.e., the second virtual scene screen is a screen of the virtual scene under the second visual angle of the target virtual object. The second stopping position may be a position in a predetermined area for stopping the touch point other than the first display area where the currently displayed operation presentation layer is located.

[0031] It should be noted that in this embodiment, the target virtual object may be a virtual character, a virtual image, or a virtual person controlled by a player in a game. It can be understood that the player can control the target virtual object to perform an operation corresponding to the target control through the method in the above steps, and can also switch between different game scene screens by adjusting the viewing angle of the target virtual object.

[0032] In the above-mentioned 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 equipment control corresponding to a virtual attack equipment, or the above-mentioned target control may be a skill control corresponding to a virtual skill. Note that this embodiment does not limit the operation type corresponding to the above-mentioned target control.

[0033] Optionally, 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 this embodiment is not limited to the above types of touch operations.

[0034] It should be noted that the operation presentation layer matching the first visual angle in the above-mentioned step S204 refers to the following: the operation presentation layer corresponds to the first visual angle of the target virtual object, and the area displayed on the operation presentation layer can be used to display the virtual scene under the first visual angle observed by the target virtual object. The operation presentation layer in the above-mentioned step S204 can also be a display layer superimposed on the target control, and the range displayed on the layer shows the virtual scene under the first visual angle of the currently controlled virtual object, and the elements displayed on the operation presentation layer are used to display release preview information of the target virtual prop of the target control, and the release preview information can be, for example, operation aim information, operation action range information, operation target information, etc. For example, when the control operation corresponding to the target control is a shooting operation, a presentation image for showing aiming information may be displayed on the operation presentation layer, and one selectable method may be to display the aiming information based on the direction of the presentation line displayed on the operation presentation layer, and another selectable method may be to display the shooting curve information of the shooting prop by a curve displayed on the presentation layer; for example, when the control operation corresponding to the target control is a skill release operation of a special prop, a presentation image for showing the action range information of the skill release may be displayed on the operation presentation layer, and one selectable method may be to display the trajectory information of the skill release based on the action curve displayed on the operation presentation layer, and another selectable method may be to display the overall range within the virtual scene by the operation presentation layer, and the action range of the above-mentioned skill within the virtual scene by a color block displayed on the operation presentation layer.

[0035] The touch point in step S204 will be further described below. The touch point is a display element displayed on the operation presentation layer, and can be used to not only indicate the release information of the target virtual prop, but also to indicate the currently received touch operation information. For example, the touch point can be used to indicate the actual touch area in the display area of ​​the current operation object (e.g., the player), and can also be used to indicate the operation area corresponding to the actual touch area in the display area of ​​the current operation object (e.g., the player). In other words, the position of the touch point can be different from the position of the actual touch area in the display area of ​​the current operation object.

[0036] In this embodiment, the release preview information of the target virtual prop is displayed by a presentation element including the touch point displayed on the operation presentation layer, and the presentation element is displayed on the operation presentation layer, and the release preview information of the target virtual prop that matches the touch point stopping position can also be displayed (synchronized display) in the virtual scene simultaneously. For example, if the target virtual prop is a virtual shooting prop, the virtual scene simultaneously displays a preview of the target virtual prop's aiming information (e.g., displays a crosshair); if the target virtual prop is a virtual throwing prop, the virtual scene simultaneously displays a preview of the target virtual prop's throwing trajectory curve; if the target virtual prop is a virtual skill prop, the virtual scene simultaneously displays a preview of the target virtual prop's skill action range.

[0037] In this embodiment, when the touch point of the touch operation in step S204 stops at a first stop position on the operation presentation layer, the first virtual scene screen displays the release preview information of the target virtual prop that matches the first stop position. Specifically, the release preview information of the target virtual prop may be displayed at a display position that matches the first stop position on the first virtual scene screen.

[0038] The first display area in step S206 will now be described. The area displayed by default on the operation presentation layer in response to a touch operation on the target control may be the first display area, which corresponds to the current first viewing angle of the virtual object; when the touch point moves outside the first display area, the second viewing angle of the virtual object is correspondingly adjusted based on the stopping position of the touch point, and the virtual scene screen under the second viewing angle is displayed. It can be seen that 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, the display of the virtual scene screen viewed from the first viewing angle is maintained.

[0039] The two selectable display methods of the operation presentation layer described above will be described below in conjunction with FIGS.

[0040] 3(a) is one selectable target control display mode. Following a long press on the target control 301, a control display mode as shown in FIG. 3(b) is subsequently displayed, i.e., an operation presentation layer 302 is superimposed on the target control 301, and a touch point 303 and an arrow 304 are displayed on the operation presentation layer. It can be understood that the currently displayed fan-shaped area displayed on the operation presentation layer 302 may be used to display the virtual game scene under a first viewing angle observed by the current virtual object, and the area where the current operation presentation layer is located may be the first display area. The touch point 303 displayed on the operation presentation layer 302 may be used to indicate the touch range where the currently received touch signal is located, which may be the player's actual touch position. Furthermore, the location information of the touch signal 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 of the current touch point 303 in the operation presentation area indicates that the current aiming direction is straight ahead; when the target control 301 is a skill prop control, the position of the current touch point 303 in the operation presentation area indicates the action range of the current skill, which is the mapping area in the virtual game scene of the area in the operation presentation layer of the display area of ​​the touch point 303. Subsequently, when the touch point moves outside the first display area, as shown in (c) of Figure 3, the operation presentation 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 between the current touch point 303 and the first display area where the operation presentation layer 302 is located, and a virtual scene screen matching the second viewing angle is displayed.

[0041] The target control 401 as shown in FIG. 4(a) is another selectable display mode of the target control. When the target control 401 is pressed and held, the control display mode as shown in FIG. 4(b) is subsequently displayed. That is, the target control 401 is switched to the touch point 402, and a slide bar-style operation presentation layer 403 is superimposed thereon. The rectangular area displayed on the currently displayed operation presentation layer 402 can be used to display the virtual game scene under the first viewing angle observed by the current virtual object, and the area where the current operation presentation layer is located can be the first display area. The touch point 402 displayed on the operation presentation layer 403 can be used to indicate the touch area where the currently received touch signal is located, which can be the actual touch position of the player. The location information of the touch signal can also be used to indicate the release action range of the target virtual prop corresponding to the target control 401. For example, if the target control 401 is a shooting prop control, 4(c) , when the touch point 402 moves outside the first display area, a second display area is determined based on the position of the current touch point 402, and the operation presentation layer 404 is displayed in the second display area. Furthermore, the magnitude of the visual angle to be adjusted is determined according to the offset distance between the touch point 402 and the first display area 405 where the operation presentation layer is located before adjustment and the mapping relationship between the offset distance and the visual angle adjustment. Therefore, a second visual angle is determined, and a virtual scene screen corresponding to the second visual angle is simultaneously displayed.

[0042] 5 and 6, a specific game scene embodiment of the above-mentioned method of the present application will be described below. As shown in FIG. 5, the currently displayed game interface includes a scene screen observed by a target virtual character from a first visual angle. In response to a long press operation on a target control 501, an operation presentation layer 502 is superimposed on the target control 501, and a touch point 503 and an arrow 504 are displayed on the operation presentation layer. It can be understood that the fan-shaped area displayed on the currently displayed operation presentation layer 502 may be used to represent the virtual game scene under the first visual angle observed by the current virtual object, and the area where the current operation presentation layer is located may be the first display area. The touch point 503 displayed on the operation presentation layer 502 may be used to represent the touch range where the currently received touch signal is located, which may be the actual touch position of the player, and the location information of the touch signal may be used to represent 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 position of the touch point 503 and the arrow 504 in the operation presentation area indicates that the current aiming direction is straight ahead, and a trajectory 505 is displayed on the virtual scene to show preview information of the current shooting prop release; subsequently, when the touch point moves outside the first display area, as shown in FIG. 6, if a second viewing angle is determined based on the position of the touch point, a virtual scene screen matching the second viewing angle is displayed. For example, in FIG. 6, a virtual object 601 that cannot be observed at the first viewing angle is displayed at the second viewing angle.

[0043] In this embodiment, the second display area is a display area that matches (corresponds to) the second stop position, and specifically, may be a display area within a predetermined range in which the second stop position is located.

[0044] In this embodiment, the second virtual scene image is a virtual scene image observed by the target virtual object at a second viewing angle; According to the above-mentioned embodiment of the present application, a target control is displayed 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 visual angle; according to a touch operation on the target control, an operation presentation layer corresponding to the first visual angle is superimposed on the target control, and the operation presentation layer is used to present the release action range of the available target virtual prop of the target virtual object; when it is determined that the touch point has moved to a second stop position other than the first display area where the currently displayed operation presentation layer is located, the operation presentation layer is adjusted to a second display area corresponding to the second stop position, and the first virtual scene screen displayed on the display interface is The second virtual scene screen is adjusted, and a special operation control for controlling the virtual object is displayed on the display interface, so that when a touch operation on the target control is detected, an operation presentation layer can be displayed. In this way, the release action range of the virtual prop can be accurately controlled according to the position of the touch point on the operation presentation layer, and the function of quickly adjusting the game viewing angle when the touch point is located at a special position is provided. By using the same operation, the release of the virtual object prop can be controlled and the viewing angle of the virtual object can be adjusted at the same time, which provides rich control effects and improves the control efficiency of the virtual object, thereby solving the technical problem that the efficiency of the traditional virtual object control method is relatively low.

[0045] In one optional embodiment, after superimposing and displaying an operation presentation layer matching the first visual angle on the above-mentioned target control, the following is further included: in response to a first trigger operation on a first reference stopping position in the operation presentation layer in the first display area, in the virtual scene displayed on the first virtual scene screen, release the target virtual prop according to first release preview information matching the first reference stopping position.

[0046] In one optional embodiment, before releasing the target virtual prop according to the first release preview information matching the first reference stop position, the method further includes the following: 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, release the target virtual prop according to the second release preview information matching the second reference stop position in the virtual scene displayed on the first virtual scene screen.

[0047] As can be seen, in this embodiment, in response to a long press operation on a target control, an operation presentation layer is superimposed on the first display area including the target control, so that the player can control the release action range of the virtual prop corresponding to the target control by continuing to slide the touch point on the operation presentation layer, and simultaneously adjust the release preview information in the virtual scene; and when a release operation is detected (for example, when the finger is lifted off the screen), the prop is released according to the release preview information.

[0048] The above method embodiment will be further described below in conjunction with FIGS.

[0049] As shown in (a) of Figure 7, when the target control is a control for triggering a skill prop that can deflect the trajectory, in response to a long press operation on the target control, an operation presentation layer is superimposed on the target control, and release preview information, i.e., trajectory 701, is displayed in the virtual scene. To make it understandable, immediately after triggering the target control, the position of the touch point is, by default, the first position in (a) of Figure 7, i.e., located in the center of the operation presentation layer, and the preview skill trajectory in the virtual scene is, by default, a straight line. Next, it displays that the touch point in the operation presentation layer has moved to a second position, i.e., according to the display of (b) of Figure 7, it controls the display of trajectory 702 in the virtual scene based on the second position of the touch point, i.e., controls the preview trajectory to deflect simultaneously based on the position of the touch point; if the touch point continues to move, it displays (c) of Figure 7, and controls the display of trajectory 703 in the virtual scene based on the third position of the touch point, i.e., controls the preview trajectory to deflect simultaneously based on the position of the touch point; finally, according to the touch release operation at the third position mentioned above, it can control the skill prop to release the skill effect according to the trajectory 703.

[0050] As shown in (a) of Figure 8, when the target control is a control for triggering a skill prop with an area action effect, in response to a long press operation on the target control, an operation presentation layer is superimposed on the target control, and at the same time, release preview information, i.e., the action area 801, is displayed in the virtual scene. As can be seen, immediately after triggering the target control, by default, the position of the touch point is the first position in (a) of Figure 8, that is, located in the center of the operation presentation layer, and in the virtual scene, the preview skill action area is by default a specific area located in the center of the current field of view. Next, the touch point in the operation presentation layer is displayed to have moved to a second position, i.e., according to the display of (b) of FIG. 8, the display of the action area 802 in the virtual scene is controlled based on the second position of the touch point, i.e., the preview trajectory is controlled to deflect simultaneously based on the position of the touch point; if the touch point continues to move, the display of (c) of FIG. 8 is displayed, and the display of the action area 803 in the virtual scene is controlled based on the third position of the touch point, i.e., the preview action area is controlled to move simultaneously based on the position of the touch point; finally, according to the touch release operation at the third position, the skill prop can be controlled to release the skill effect in the action area 803.

[0051] According to the above-mentioned embodiment of the present application, when it is determined that the first reference stop position has been adjusted to the second reference stop position, in response to the second trigger operation on the second reference stop position, the target virtual prop is released in the virtual scene displayed on the first virtual scene screen according to the second release preview information matching the second reference stop position; when it is determined that the first reference stop position has been adjusted to the second reference stop position, in response to the second trigger operation on the second reference stop position, the target virtual prop is released in the virtual scene displayed on the first virtual scene screen according to the second release preview information matching the second reference stop position; thereby, by receiving the position information of the touch point in the operation presentation layer, the preview release area of ​​the virtual prop can be adjusted in real time, thereby improving the control efficiency of the virtual prop.

[0052] In one optional embodiment, after superimposing and displaying an operation presentation layer that matches the first visual angle on the target control, the following is further included: when the touch point moves, the display area where the operation presentation layer located and the touch point displayed on the display interface are simultaneously adjusted.

[0053] As can be understood, in this embodiment, when the touch point moves within the first display area, the preview information of the target virtual prop is displayed based on the position information of the touch point, and the operation presentation 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 presentation layer is controlled to follow the position of the touch point and be adjusted simultaneously.

[0054] The above-mentioned operation presentation layer adjustment method will be described below in conjunction with FIG. 9 . As shown in FIG. 9(a), in response to a long press operation on a target control 901, an operation presentation layer 902 is displayed on the target control 901, and a touch point 903 and an arrow 904 are displayed to indicate preview trajectory information of the current target virtual prop. Subsequently, in response to a movement operation of the touch point 903, when the touch point 903 moves to the right edge of the operation presentation layer 902, a control pattern as shown in FIG. 9(b) is displayed, and a touch point 905 and a corresponding arrow 906 on the right edge of the first display area are displayed. Subsequently, when the touch point 905 continues to move to a second position outside the first display area, i.e., when FIG. 9(c) is displayed, a touch point 908 and a corresponding arrow 909 on the second position are displayed, and an operation presentation layer 907 after synchronization adjustment is also displayed. As shown in FIG. 9(c), the operation presentation layer 907 is a layer obtained by rotating the original operation presentation layer 902 based on the touch point 908. It can be understood that the area where the current operation presentation layer 907 is located can be the second display area. Furthermore, during the process of the touch point 905 moving to the position where the touch point 908 is located, the operation presentation layer can be rotated and updated in real time according to the real-time position of the touch point, and the updated operation presentation layer can be displayed in real time. Furthermore, since the operation presentation 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 with the movement of the touch point.

[0055] In addition, since the position of the operation presentation layer can be simultaneously adjusted based on the position of the touch point, the relative position between the touch point and the operation presentation layer can always remain stable, thereby allowing the position of the operation presentation layer to be simultaneously adjusted based on the position of the touch point while the prop release preview information indicated by the touch point remains unchanged. For example, in Fig. 9(b), a touch point 905 is located at the edge of the operation presentation layer 902 and can be used to indicate that the preview trajectory of the current target virtual prop is deflected 60° to the right; in Fig. 9(c), a touch point 908 is similarly located at the edge of the operation presentation layer 907 and can similarly be used to indicate that the preview trajectory of the current target virtual prop is deflected 60° to the right relative to the current viewing angle.

[0056] According to the above-described embodiment of the present application, as the touch point moves, the display area of ​​the operation presentation layer displayed on the display interface and the touch point are simultaneously adjusted, so that the operation presentation layer and the game viewing angle of the target virtual object are simultaneously adjusted according to the position of the touch point. In this way, the cooperative relationship between the operation presentation layer and the touch point can realize the rapid cooperative adjustment of the release preview information of the target virtual prop and the game viewing angle of the target virtual character.

[0057] In one optional embodiment, after adjusting the first virtual scene screen displayed on the display interface to the second virtual scene screen, the method further includes: releasing a target virtual prop in the virtual scene displayed on the second virtual scene screen according to third release preview information matching the third reference stop position in response to a third trigger operation on a third reference stop position in the operation presentation layer in the second display area.

[0058] In addition, in this embodiment, after adjusting the first virtual scene screen displayed on the display interface to the second virtual scene screen based on the relative positional relationship between the touch point and the first display area, the control can continue to do the following: the touch point moves on the operation presentation layer displayed in the second display area, and the release preview information is simultaneously adjusted based on the position of the touch point; and 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 FIG. 10. As shown in FIG. 10(a), in response to a trigger operation on a target control 1001, an operation presentation layer 1002 is superimposed on the target control 1001, and a default virtual prop preview trajectory, i.e., a trajectory 1003, is displayed on a first virtual scene screen. It can be understood that the area where the current operation presentation layer 1002 is located is the first display area mentioned above. Subsequently, in response to a moving operation of the touch point within the operation presentation layer 1002, the preview trajectory is simultaneously controlled to deflect. As shown in FIG. 10(b), when the touch point is located on the left edge of the operation presentation layer 1002, the display of a trajectory 1004 is controlled, that is, the current trajectory deflection angle has reached its maximum value. Subsequently, in response to the continuous movement of the touch point, when the touch point moves out of the first display area where the operation presentation layer 1002 is located, the operation presentation layer is simultaneously rotated according to the position of the touch point, and the game viewing angle of the target virtual object is simultaneously rotated according to the rotation angle of the operation presentation layer, and the virtual game scene under the current game viewing angle is displayed. As shown in Fig. 10(c), when the touch point displayed on the operation presentation layer moves to the position shown in Fig. 10(c), the operation presentation layer 1005 matching the current touch point position is displayed, and the virtual scene screen corresponding to the operation presentation layer 1005 and the virtual object 1007 appearing on the screen are displayed. As can be seen, in the process of adjusting the viewing angle, the trajectory 1006 is kept deflected simultaneously to follow the game viewing angle with the maximum deflection angle, so that the end point of the trajectory release of the current virtual prop, i.e., the location of the virtual object 1007, can be determined based on the preview trajectory information. Then, the target control 1001 can be released under the current viewing angle and preview trajectory, that is, the virtual prop can be controlled to hit the virtual target 1007 according to the trajectory 1006 .

[0060] According to the above-mentioned embodiment of the present application, in response to a third trigger operation on a third reference stopping position on the operation presentation layer in the second display area, a target virtual prop is released in the virtual scene displayed on the second virtual scene screen according to the third release preview information that matches the third reference stopping position, thereby providing a flexible and efficient control method. The player can call up the operation presentation layer by long pressing the skill control, and control the skill trajectory and game viewing angle based on the touch point on the operation presentation layer, thereby avoiding the complicated operation of controlling the viewing angle and action range with two different touch operations, improving the control efficiency of the virtual object, and solving the technical problem that the efficiency of the traditional virtual object control method is relatively low.

[0061] One possible method is to further hide the operation presentation layer after the target virtual prop is released.

[0062] As can be understood, in this embodiment, the operation presentation layer is called up by long pressing the target control, and when the target control is released, the operation presentation layer is hidden, thereby preventing other display elements in the display interface from being covered by the long display of the operation presentation layer; and by controlling the operation presentation area to be redisplayed when the target control is triggered, the display efficiency of the operation presentation layer can be improved.

[0063] One optional embodiment includes, after superimposing and displaying an operation presentation layer that matches the first visual angle on the above-mentioned target control, the following: when it is determined that the touch point has moved to the target operation position positioned for the operation presentation layer, hiding the operation presentation layer.

[0064] In this embodiment, after pressing and holding the target control to call up the operation presentation layer, the touch point can be moved to the target operation position and the operation presentation layer can be hidden, thereby canceling the current skill trigger operation. For example, the skill cancellation operation can be completed by moving the touch point to the center point of the skill control, or by moving the touch point to an operation position in the game operation interface that is a target distance away from the operation presentation layer.

[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 presentation layer, the operation presentation layer is hidden, thereby providing a cancellation operation after the control trigger, avoiding the erroneous release of skills due to an erroneous touch operation, and improving the accuracy of controlling virtual props.

[0066] One complete embodiment of the present application will now be described in conjunction with FIGS.

[0067] When a game player releases a skill with a ballistic trajectory, they can selectively release it using the virtual joystick of the skill key (button). After pressing down on the skill, they can move their finger up, down, left, or right without releasing it, controlling the direction of the skill's ballistic trajectory. After releasing their finger, the skill can be released. As shown in Figures 10(a) and 10(b), when preparing to release the skill (pre-releasing the skill) (i.e., when they press and hold the skill control to display the operation presentation layer), they can slide their finger left or right to select whether the pre-release trajectory of the skill will turn left or right. However, the sliding range is limited to the marked fan-shaped range of the virtual joystick. The fan-shaped range is approximately 120 degrees, and the player can freely slide their finger within this area to control the release trajectory of the skill. At this time, the player's viewing angle does not change when controlling the virtual joystick.

[0068] At this time, when the player encounters an attack from an enemy outside of his field of view, his first reaction is to hit the enemy outside of his field of view with the skill currently being prepared for release, so he needs to adjust his current field of view. Because the skill is still in the preparation stage, the player can continue to touch and slide the virtual joystick to control the change in his field of view. As shown in Figure 10(c), when the player rotates his finger to the left toward the area where the enemy is located and the touch crosses the boundary of the original fan-shaped area controlling the skill trajectory, the player's field of view is adjusted, and at this time, the fan-shaped area also undergoes a rotational change at the same time. That is, at this time, the player's field of view is adjusted after crossing the boundary of the skill trajectory, and the skill trajectory has a pre-release effect of turning left, and the enemy is also within his current field of view. Because the adjustment area of ​​the fan-shaped trajectory can rotate along with the field of view, the player can continue to slide to the right to control the curve of the trajectory without affecting the field of view adjustment, thereby achieving a precise hit effect.

[0069] For example, as shown in Figure 11(a), if the enemy is located on the right side of the field of view, the skill trajectory cannot hit the enemy completely, so the player needs to move the virtual joystick to the right, and the skill trajectory also turns to the right, but the field of view does not change. As shown in Figure 11(b), the skill trajectory overlaps with the enemy, and if the player releases the virtual joystick at this time, the skill can be directly released, thereby hitting the enemy and completing the attack operation.

[0070] When the enemy player continues to adjust his position and exceeds the player's adjusted field of view, the player can continue to slide the virtual joystick to adjust the field of view beyond the boundary of the skill trajectory area. As shown in Figure 11 (c), at this time, the enemy moves to the right field of view, and the player needs to quickly turn right. Therefore, the player can continue to control the skill virtual joystick and quickly slide it to the right, that is, after quickly deflecting the skill trajectory to the right, it crosses the trajectory control boundary and starts to turn right. When it deflects into the field of view where the enemy is, the player can release his finger to release the skill and complete the attack operation.

[0071] Another complete embodiment will be described below in conjunction with FIG. 12. As shown in FIG. 12(a), in response to a touch operation on the target control, a slider bar 1202 is displayed to adjust the throwing action range of the current throwing prop. In response to a touch operation on the target control, the touch point is located at the center of the slider bar 1202 by default, and a preview action range 1201 in the virtual scene is located at the midpoint of the default trajectory. Next, as shown in FIG. 12(b), in response to a movement of the touch point on the slider bar 1204, when the touch point moves to the top of the slider bar 1204, the preview action range of the throwing prop in the virtual scene is controlled to be displayed at the top of the throwing trajectory by default, that is, an action range 1203 is displayed as shown in FIG. 12(b). In this case, if the target virtual object is attacked by the virtual object 1205, it is necessary to further adjust the action range to realize a counterattack against the virtual object 1205. However, because the current throwing prop only supports adjustment of the distance of the action range on the default trajectory, it is necessary to adjust the game viewing angle of the target virtual object to counterattack the virtual object within the action range. Then, as shown in (c) of FIG. 12, when the touch point on the slide bar moves upward and the touch point moves to a target position other than the first display area 1207 where the slide bar 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 a second game scene is displayed based on the viewing angle adjustment angle, and the trajectory of the throwing prop is controlled to be adjusted simultaneously with the adjustment of the viewing angle, so that the action range 1206 is located at the position where the virtual object 1205 is located, thereby realizing a counterattack against the enemy virtual object.

[0072] According to the above-mentioned embodiment of the present application, a target control is displayed 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 visual angle; according to a touch operation on the target control, an operation presentation layer corresponding to the first visual angle is superimposed on the target control, and the operation presentation layer is used to present the release action range of the target virtual object's available target virtual props; and when it is determined that the touch point has moved to a second stop position other than the first display area where the currently displayed operation presentation layer is located, the operation presentation layer is adjusted to a second display area corresponding to the second stop position, and the first virtual scene screen displayed on the display interface is The second virtual scene screen is adjusted, and a special operation control for controlling the virtual object is displayed on the display interface, so that when a touch operation on the target control is detected, an operation presentation layer can be displayed. In this way, the release action range of the virtual prop can be accurately controlled according to the position of the touch point on the operation presentation layer, and when the touch point is located at a special position, the function of quickly adjusting the game viewing angle can be provided. Thus, by providing the same operation that can simultaneously control the release of the virtual object prop and the adjustment of the viewing angle of the virtual object, rich control effects can be provided and the control efficiency of the virtual object can be improved, thereby solving the technical problem that the efficiency of the traditional virtual object control method is relatively low.

[0073] In one alternative embodiment, superimposing and displaying an operation presentation layer that matches the first visual angle on the target control in response to the touch operation on the target control includes the following steps:

[0074] S1: Acquire touch position information of touch operation; S2: Determine a first deflection angle according to the touch position information and the position information of a region reference line of the first display area, where 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 display layer according to the first deviation angle.

[0075] In this embodiment, the actual touch position of the received touch operation may be different from the display position of the touch point. Specifically, the display position of the touch point in the operation presentation layer can be determined based on the actual position of the touch operation and the deviation angle (shift angle) of the reference line of the operation presentation layer.

[0076] In one optional embodiment, when displaying a touch point corresponding to the touch operation on the operation presentation layer based on the above-mentioned first deflection angle, the following is further included: when the touch point stops at a stop position in the operation presentation layer, update the release preview information of the target virtual prop on the first virtual scene screen based on the first deflection angle.

[0077] The above-mentioned touch point display method will be described below in conjunction with FIG. 13. As shown in FIG. 13(a), when the current touch operation point is located at the position of operation point 1301, it is determined that the angle between the connecting line between the operation point and the center point of the target control and the area reference line 1303 is 0°, and a touch point 1302 is displayed at the angle position corresponding to the second circle in the operation presentation layer, indicating that the trajectory deviation angle of the current target virtual prop is 0°. Next, as shown in FIG. 13(b), when the current touch operation point is located at the position of operation point 1304, it is determined that the angle between the connecting line between the operation point and the center point of the target control and the area reference line is 30°, and a touch point 1305 is displayed at the 30° position corresponding to the second circle in the operation presentation layer, indicating that the trajectory deviation angle of the current target virtual prop is shifted 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 presentation area is provided, the relatively small control area may cause adjustment errors. In this embodiment, by expanding the touch range that can actually control adjustment to an area outside the presentation area, fine angle adjustment can be achieved by a large touch operation.

[0079] Below, we briefly introduce the principle of how the screen senses the trajectory of finger movement, along with Figure 14. As shown in Figure 14, electrodes are plated on all four sides of the touch panel, forming a low-voltage AC electric field. When the screen is touched, the human body's conductivity causes the finger and the conductor layer to form a coupling capacitor, and current flows from the electrodes on all four sides to the touch point, then through the metal oxide between the inner and outer layers of the touch panel, generating a signal. The CPU can obtain the coordinate point based on the received signal. The horizontal coordinate of the mobile phone can be thought of as the X axis and the vertical coordinate as the Y axis. In this way, the screen can sense the trajectory or path of the finger's slide.

[0080] According to the above-mentioned embodiment of the present application, touch position information of the touch operation is obtained; a first deviation angle is determined according to the touch position information and the position information of the area reference line of the first display area, where the area reference line is the center line of the first display area; and a touch point corresponding to the touch operation is displayed on the operation presentation layer according to the first deviation angle, so that when the actual operation control point is not located within the operation presentation layer, the position of the touch point is displayed at the corresponding position within the operation presentation layer, thereby realizing accurate adjustment of the skill deviation angle and the game viewing angle according to the position of the touch point.

[0081] In one optional embodiment, after determining the first deviation angle based on the above-mentioned touch position information and the position information of the area reference line of the first display area, the following steps are further included:

[0082] S1: when the first deviation angle is greater than the target angle threshold, determine that the touch point has moved to a stop position outside the first display area; S2: The difference between the first deviation angle and the target angle threshold is used as the visual angle adjustment parameter; and S3: Determine a second viewing angle based on the viewing angle adjustment parameter, and display a second virtual scene screen observed by the target virtual object under the second viewing angle.

[0083] In one alternative embodiment, after the difference between the first deviation angle and the target angle threshold is set as the viewing angle adjustment parameter, the following steps are further included:

[0084] S1: Rotate the operation display layer that matches the first visual angle according to the visual angle adjustment parameter, and determine the second display area that matches the stopping position; S2: Display the operation presentation layer in the second display area; S3: determine a second deviation angle according to the touch position information and the position information of the area reference line of the second display area; S4: Displaying a touch point corresponding to the touch operation on the operation display layer according to the second deviation angle; and S5: When the touch point stops at a stop position in the operation presentation layer, update the release preview information of the target virtual prop on the second virtual scene screen based on the second deflection angle.

[0085] The principle of determining the joystick area trajectory or viewing angle adjustment will be further explained below in conjunction with FIG. 15. In this embodiment, when camera rotation and skill trajectory selection are simultaneously processed, the player's behavior is determined based on the coordinate angle of the touch movement. The first display position (X1, Y1) and the current virtual camera rotation angle are acquired via the touch panel. The virtual camera's current rotation angle is a quaternion, which can be regarded as a four-dimensional vector and can be used to represent the rotation of an object in space. As shown in FIG. 15(a), the horizontal angle α of the current rotation angle is used as the reference. A rotation range with left and right rotation boundaries of 60 degrees, i.e., a 120-degree rotation range in the horizontal plane, is recorded and represented as a flat fan-shaped area displayed on the device. As shown in FIG. 15(b), when a touch movement on the device is detected, the behavior is determined. If the change in camera angle corresponding to the acquired display position is less than 60 degrees, the combat module, i.e., the trajectory deflection of the skill pre-release, is correspondingly triggered. As shown in Figure 15(c), if the camera angle corresponding to the display position obtained at this time exceeds 60 degrees, the skill trajectory deflection within the area range is first determined, and then the virtual camera is deflected by values ​​exceeding 60 degrees to the left or right. If the angle exceeds 60 degrees to the left, the rotation angle after the excess is recorded as the left boundary of the sector, and the 120-degree area to the right of the new left boundary is designated as the right skill trajectory deflection area. If the angle exceeds 120 degrees to the right in the new skill trajectory deflection area, it is determined that the camera is controlling the deflection. Similarly, if the angle exceeds 60 degrees to the right, the rotation angle after the excess is recorded as the right boundary of the new sector, and the 120-degree area to the left of the right boundary of the new sector is designated as the left skill trajectory deflection area. If the angle exceeds the 120-degree left boundary, it is determined that the camera is controlling the deflection. By repeating (circulating) based on this, the effect of synchronous control of the camera and skill trajectory in the horizontal angle can be achieved.

[0086] Below, the overall adjustment method for the locus and the viewing angle in this embodiment will be described in conjunction with FIG.

[0087] 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's device; then, step S1604 is executed to record the real-time movement coordinates of the user's touch point on the touch panel. When the player touches a key on the touch panel of the device, it is determined that a 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 skill key hot zone.

[0088] Next, in step S1606, a corresponding operation is executed based on the movement information of the virtual joystick.

[0089] It should be noted that the control of the virtual joystick can be divided into different action modules, common ones including movement module, camera module, combat module, etc.

[0090] The movement module is mainly used to execute step S1608, which moves the joystick to record the coordinate points and controls the movement of the touch point in real time; it obtains the real-time control coordinates (Xn, Yn) according to the touch movement of the player's fingers, calculates the relative direction and distance between (X1, Y1) and (Xn, Yn), and issues joystick commands to the system that simulate a gamepad, thereby controlling the character's multi-faceted movement direction or the trajectory of skill release.

[0091] The camera module is mainly used to execute step S1610, obtaining the rotation angle after the coordinate position is moved and adjusting it to the camera movement; and when the player touches the game interface, obtaining the current rotation angle of the virtual camera and adjusting it to the current coordinate position, and also recording the real-time coordinate position according to the touch movement of the finger to obtain the corresponding rotation angle, thereby adjusting to the camera shake.

[0092] The combat module is mainly used to execute step S1612, obtain the rotation angle after the coordinate position is moved, and adjust it to the change of the trajectory.

[0093] The judgment step mainly executes step S1614, judges the separation of touch, and makes a decision using the separation position as a coordinate, that is, detects the separation of contact between the finger and the game interface, and uses the separation position as the final coordinate to determine the action of each module, that is, the player stops moving, stops the camera, or releases a skill.

[0094] After the determination step is completed, steps S1616 to S1620 are mainly executed, in which movement is stopped; the camera is stopped; and skills are released.

[0095] According to the above-described embodiment of the present application, when a player's operation skill has the need to control the camera and the need to control the pre-selected trajectory, the operation of simultaneously controlling the camera and the trajectory can be realized by determining the range of angles in the horizontal or vertical plane. Furthermore, this operation closely fits the player's movement line, allowing the player's camera angle to be controlled by a large displacement of the virtual joystick, and the effect of skill release to be accurately controlled by a small displacement, thus killing two birds with one stone. This allows the player to obtain a more accurate and convenient operation method in the actual combat experience, thereby improving the complexity and richness of the skill operation of this type of game, and also optimizes the operation experience of this type of skill release, allowing the player to experience the convenient effect of keyboard and mouse operation on a mobile terminal.

[0096] Although the above-described embodiments of the methods are shown as a combination of a series of operations for the sake of convenience, those skilled in the art will understand that the present application is not limited by the order of the operations described, because some steps may be performed in other orders or simultaneously according to the present application. Furthermore, those skilled in the art will understand that 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 embodiment of the present application, there is further provided a virtual object control device for implementing the above-mentioned virtual object control method. As shown in FIG. 17, the device includes:

[0098] First display unit 1702: used to display target control 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 at a first visual angle; a second display unit 1704, which is used to superimpose an operation presentation layer corresponding to a first visual angle on the target control in response to a touch operation on the target control, wherein the operation presentation layer is used to present the release action range of the target virtual prop available for the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position on the operation presentation layer, the release preview information of the target virtual prop corresponding to 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 other than the first display area where the currently displayed operation presentation layer is located, adjusts the operation presentation layer to a second display area corresponding to the second stop position, and adjusts the first virtual scene screen displayed on the display interface to a second virtual scene screen, where the second virtual scene screen is the screen of the virtual scene observed by the target virtual object at a second visual angle.

[0099] Optionally, in this embodiment, the embodiments realized by the above-mentioned units can refer to the above-mentioned embodiments of the methods, and detailed descriptions thereof will be omitted here.

[0100] According to yet another aspect of the embodiment of the present application, there is further provided an electronic device for implementing the above-described virtual object control method, which may be a terminal device or a server as shown in Fig. 18. In this embodiment, the electronic device is described as a terminal device. As shown in Fig. 18, the electronic device includes a memory 1802 and a processor 1804, the memory 1802 stores a computer program, and the processor 1804 is configured to execute steps in each embodiment of the above-described method in accordance with the computer program.

[0101] Optionally, in this embodiment, the electronic device may be located in at least one network device of a plurality of network devices of a computer network.

[0102] Optionally, in this embodiment, the above-mentioned processor may be configured to execute the following steps by a computer program.

[0103] S1: Display a target control 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 at a first visual angle; S2: In response to a touch operation on the target control, an operation presentation layer corresponding to a first visual angle is superimposed on the target control, where the operation presentation layer is used to present the release action range of a target virtual prop available for the target virtual object, and when a touch point corresponding to the touch operation stops at a first stop position on the operation presentation layer, release preview information of the target virtual prop corresponding to 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 other than the first display area where the currently displayed operation presentation layer is located, adjust the operation presentation layer to a second display area corresponding to 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 the screen of the virtual scene observed by the target virtual object at a second visual angle.

[0104] Optionally, as will be understood by those skilled in the art, the configuration shown in FIG. 18 is merely an example, and the electronic device may be a terminal device such as a smartphone (e.g., an Android smartphone, an iOS smartphone, etc.), a tablet computer, a handheld computer, a mobile internet device (MID), a PAD, etc. FIG. 18 does not limit the configuration of the electronic device described above. For example, the electronic device may further include more or fewer components (e.g., a network interface, etc.) than those shown in FIG. 18, or may have a different arrangement from that shown in FIG. 18.

[0105] The memory 1802 may be used to store software programs and modules, such as program instructions / modules corresponding to the virtual object control method and device in the embodiments of the present application. The processor 1804 executes the software programs and modules stored in the memory 1802 to apply various functions and process data, i.e., to realize the above-mentioned virtual object control method. The memory 1802 may include a high-speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory devices. In some embodiments, the memory 1802 may also include a memory device located remotely from the processor 1804, and these remote memory devices may be connected to the terminal via a network. Examples of the above-mentioned network may include the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. The memory 1802 may specifically be used to store information such as, but not limited to, each element in a scene screen and control information for the virtual object. 18, the storage device 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 control device of the virtual object. It may also include other modules and units in the control device of the virtual object, but detailed descriptions thereof will be omitted here.

[0106] Optionally, a transmission device 1806 is included for transmitting and receiving data over a network. The network examples may include wired and wireless networks. In one example, the transmission device 1806 includes a network interface controller (NIC), which is connected to other network devices and routers via a network to communicate with the Internet or a local area network. In one example, the transmission device 1806 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0107] The electronic device further includes a display 1808 for displaying the virtual scene in the interface; and a connection bus 1810 for connecting the modules in the electronic device.

[0108] In another embodiment, the terminal device or server may be a node in a distributed system, which may be a blockchain system formed by the nodes connected in the form of network communication, where a P2P (Peer to Peer) network can be formed between the nodes, and any type of computing device, such as a server, terminal, or other electronic device, can 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, the computer program product including computer programs / instructions, the computer programs / instructions including program code for executing a method such as that illustrated in a 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 executed by a central processor, the computer program can realize various functions provided in the embodiments of the present application.

[0110] The numbers of the above-mentioned examples of the present application are for illustrative purposes only and do not represent the superiority or inferiority of the examples.

[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, thereby causing the computer device to perform the above-mentioned method for controlling a virtual object.

[0112] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0113] S1: Display a target control 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 at a first visual angle; S2: In response to a touch operation on the target control, an operation presentation layer corresponding to a first visual angle is superimposed on the target control, where the operation presentation layer is used to present the release action range of a target virtual prop available for the target virtual object, and when a touch point corresponding to the touch operation stops at a first stop position on the operation presentation layer, release preview information of the target virtual prop corresponding to 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 other than the first display area where the currently displayed operation presentation layer is located, adjust the operation presentation layer to a second display area corresponding to 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 the screen of the virtual scene observed by the target virtual object at a second visual angle.

[0114] Optionally, 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-described 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, which may include flash memory, ROM (Read-Only Memory), RAM (Random Access Memory), magnetic disk, optical disk, etc.

[0115] The integrated units in the above-described embodiments can be realized in the form of a software functional unit, and can be stored in the above-described computer-readable storage medium when sold or used as an independent product. Based on this understanding, the technical scheme of the present application, in essence, or the part that has made a contribution to the prior art, or all or part of the technical scheme, can be embodied in the form of a software product, and the computer software product can be stored in a storage medium and include some instructions to cause one or more computer devices (such as personal computers, servers, network devices, etc.) to execute all or part of the steps of the above-described methods in each embodiment of the present application.

[0116] In the above-mentioned embodiments of the present application, emphasis is placed on the description of each embodiment, and for the 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 in this application, it should be understood that the disclosed client may be implemented in other ways. The above-described device embodiments are merely illustrative. For example, the division of the above units is logical, and other division methods may be used in actual implementation. For example, multiple units or assemblies may be combined or integrated into another system, or some features may be omitted or not implemented. Furthermore, the connections, direct connections, or communication connections between devices shown or discussed may be indirect connections or communication connections via several interfaces, units, or modules, or may be electrical or other types of connections.

[0118] The units described above as separate components may not be physically separated, and the components shown as units may not be physical units, i.e., they may be located in one place or distributed across multiple networks, and some or all of the units may be selected to implement the technical solution of this embodiment according to actual needs.

[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. Such integrated units may be realized in the form of hardware or in the form of software functional units.

[0120] Although the preferred embodiment of the present application has been described above, the present application is not limited to this embodiment, and any modification to the present application falls within the technical scope of the present application as long as it does not depart from the spirit of the present application.

Claims

1. A method for controlling a virtual object, performed by an electronic device, A step of displaying a target control on a display interface where a first virtual scene screen is displayed, wherein the first virtual scene screen is a screen of a virtual scene observed by the target virtual object in a first viewing angle; Steps include: displaying an operation suggestion layer superimposed on the target control in response to a touch operation on the target control, wherein the operation suggestion layer is used to show the release range of available target virtual props for the target virtual object, and when the touch point of the touch operation stops at a first stop position on the operation suggestion layer, the first virtual scene screen displays release preview information of the target virtual prop that matches the first stop position; and A method comprising the steps of superimposing an operation suggestion layer that matches the first viewing angle onto the target control, and then simultaneously adjusting the display area where the operation suggestion layer is located and the touch point as the touch point moves.

2. The method according to claim 1, further, A method comprising the steps of: determining that the touch point has moved to a second stop position other than the first display area where the currently displayed operation suggestion layer is located; adjusting the operation suggestion 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 at a second viewing angle, and the second virtual scene screen displays release preview information of the target virtual prop that matches the second stop position.

3. The method according to claim 2, After superimposing an operation suggestion layer that matches the first viewing angle onto the target control, the method further: A method comprising the step of releasing the target virtual prop in a virtual scene displayed on the first virtual scene screen in accordance with first release preview information that matches the first reference stop position, in response to a first trigger operation on a first reference stop position in the operation suggestion layer within the first display area.

4. The method according to claim 3, Before releasing the target virtual prop according to the first release preview information that matches the first reference stop position, the method further: A method comprising the step of, when it is determined that the first reference stop position has been adjusted to a second reference stop position, releasing the target virtual prop in the virtual scene displayed on the first virtual scene screen according to second release preview information that matches the second reference stop position, in response to a second trigger operation on the second reference stop position.

5. A method according to any one of claims 2 to 4, After adjusting the first virtual scene screen displayed on the display interface to the second virtual scene screen, the method further: A method comprising the step of releasing the target virtual prop in the virtual scene displayed on the second virtual scene screen in accordance with third release preview information that matches the third reference stop position, in response to a third trigger operation on the third reference stop position in the operation presentation layer within the second display area.

6. A method according to any one of claims 1 to 4, After the target virtual prop is released, the method further: A method comprising the step of hiding the aforementioned operation suggestion layer.

7. A method according to any one of claims 1 to 4, After superimposing an operation suggestion layer that matches the first viewing angle onto the target control, the method further: A method comprising the step of hiding the operation suggestion layer when it is determined that the touch point has moved to a target operation position where the operation suggestion layer is located.

8. A method according to any one of claims 2 to 4, The step of superimposing an operation suggestion layer that matches the first viewing angle onto the target control in response to a touch operation on the target control is: A step of obtaining touch position information for the aforementioned touch operation; A step of determining a first deviation angle based on the touch position information and the position information of the area reference line of the first display area, wherein the area reference line is the center line of the first display area; and A method comprising the step of displaying the touch point corresponding to the touch operation on the operation suggestion layer based on the first deviation angle.

9. The method according to claim 8, When displaying the touch point corresponding to the touch operation on the operation presentation layer based on the first deviation angle, the method further: A method comprising the step of updating the release preview information of the target virtual prop on the first virtual scene screen based on the first deviation angle when the touch point stops at the stop position in the operation presentation layer.

10. The method according to claim 8, After determining the first deviation angle based on the touch position information and the position information of the regional reference line of the first display area, the method further: If the first deviation angle is greater than the target angle threshold, the step of determining that the touch point has moved to a stopping position other than the first display area; A step of using the difference between the first deviation angle and the target angle threshold as the visual angle adjustment parameter; and A method comprising the steps of determining the second viewing angle based on the viewing angle adjustment parameter and displaying the second virtual scene screen as observed by the target virtual object at the second viewing angle.

11. The method according to claim 10, After setting the difference between the first deviation angle and the target angle threshold as the visual angle adjustment parameter, the method further: A step of rotating the operation suggestion layer that matches the first viewing angle according to the viewing angle adjustment parameter, and determining a second display area that matches the stopping position; A step of displaying the operation suggestion layer in the second display area; A step of determining a second deviation angle based on the touch position information and the position information of the regional reference line of the second display area; A step of displaying the touch point corresponding to the touch operation on the operation presentation layer based on the second deviation angle; and A method comprising the step of updating the release preview information of the target virtual prop on the second virtual scene screen based on the second deviation angle when the touch point stops at the stop position in the operation presentation layer.

12. A device for controlling a virtual object, A first display unit for displaying target controls 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 the target virtual object at a first viewing angle; and A second display unit for superimposing an operation suggestion layer matched to the first viewing angle onto the target control in response to a touch operation on the target control, wherein the operation suggestion layer is used to show the release range of the available target virtual props for the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position on the operation suggestion layer, the first virtual scene screen displays release preview information of the target virtual prop matched to the first stop position, the second display unit includes The second display unit further superimposes an operation suggestion layer that matches the first viewing angle onto the target control, and then, as the touch point moves, simultaneously adjusts the display area where the operation suggestion layer displayed on the display interface is located and the touch point.

13. An electronic device including a processor and a memory connected to the processor, The memory device stores a computer program. An electronic device configured to implement the method according to any one of claims 1 to 4 by executing the computer program.

14. A program for causing a computer to perform the method described in any one of claims 1 to 4.