Method for controlling virtual characters, control device for virtual characters, terminal equipment and computer program
The method and device enable virtual characters to accompany each other based on displayed hint information, addressing the inconvenience of vehicle-dependent character transport, thereby enhancing gameplay efficiency and realism.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-07-12
- Publication Date
- 2026-05-01
AI Technical Summary
Users cannot conveniently carry other virtual characters in game-based applications without first finding and driving a virtual vehicle, limiting operational efficiency and convenience.
A method and device that allows a virtual character to display hint information when certain conditions are met, enabling other virtual characters to accompany the first character within a predetermined range, with their position changing to follow the first character's position, eliminating the need for a virtual vehicle.
Enhances operational convenience and efficiency by allowing virtual characters to accompany each other without vehicles, improving gameplay realism and user experience.
Smart Images

Figure 2026514112000001_ABST
Abstract
Description
Technical Field
[0001] This application claims the priority of the Chinese patent application with the application number 202311176458.8 and the invention title "Method, Device, Terminal and Storage Medium for Controlling Virtual Characters", filed on September 12, 2023, and all its contents are incorporated herein by reference.
[0002] The embodiments of this application relate to the technical field of computers, and particularly to methods, devices, terminals and storage media for controlling virtual characters.
Background Art
[0003] Currently, in some game-based applications (such as shooting game-based applications), virtual vehicles such as virtual cars, virtual yachts, virtual airplanes, virtual horses, etc. are provided, and the virtual characters operated by users can carry other virtual characters by driving the virtual vehicles.
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, users cannot carry other virtual characters and move them unless they first find a virtual vehicle and drive the virtual vehicle to move to the side of other virtual characters, lacking convenience in operation.
[0005] The embodiments of this application provide a method, device, terminal, and storage medium for controlling virtual characters to improve the convenience and efficiency of operation. The technical solutions are as follows.
[0006] A virtual character control method provided in one embodiment of the present invention is performed by a computer device and includes the steps of: displaying a first virtual environment screen, which is a screen showing the virtual environment from the first viewpoint of a first virtual character; displaying hint information indicating that the first virtual character has the ability to bring other virtual characters along, in response to the character state of the first virtual character satisfying predetermined conditions; and erasing the display of the second virtual character in response to the second virtual character being within a predetermined range of the first virtual character, wherein the position of the second virtual character after its display has been erased changes in accordance with the position of the first virtual character.
[0007] A virtual character control method provided in one embodiment of the present invention is performed by a computer device and includes the steps of: displaying a second virtual environment screen, which is a screen showing the virtual environment from the second viewpoint of a second virtual character; and updating and displaying the second virtual environment screen in response to the second virtual character being within a predetermined range of the first virtual character, when hint information indicating that the first virtual character has the ability to bring other virtual characters along is displayed, wherein the position of the second virtual character whose display has been erased in the virtual environment changes in accordance with the position of the first virtual character.
[0008] A control device for a virtual character provided in one embodiment of the present invention includes: an environment screen display module for displaying a first virtual environment screen, which is a screen showing the virtual environment as observed from the first viewpoint of a first virtual character; a hint information display module for displaying hint information indicating that the first virtual character has the ability to bring other virtual characters along in response to the character state of the first virtual character reaching a predetermined state; and a virtual character display module for erasing the display of a second virtual character in response to the second virtual character being within a predetermined range of the first virtual character, wherein the position of the second virtual character whose display has been erased changes in accordance with the position of the first virtual character.
[0009] A control device for a virtual character provided in one embodiment of the present invention includes an environment screen display module for displaying a second virtual environment screen, which is a screen showing the virtual environment as observed from the second viewpoint of the second virtual character, and a virtual character display module for updating and displaying the second virtual environment screen in response to the second virtual character being within a predetermined range of the first virtual character when hint information is displayed, wherein the position of the second virtual character whose display has been erased in the virtual environment changes in accordance with the position of the first virtual character.
[0010] A terminal device provided according to one embodiment of the present invention includes a processor and memory, the memory storing a computer program, and the control method for the virtual character is realized when the computer program is loaded and executed by the processor.
[0011] A computer-readable storage medium provided in one embodiment of the present invention stores a computer program, and the control method for the virtual character is realized when the computer program is loaded and executed by a processor.
[0012] A computer program product provided according to one embodiment of the present invention includes a computer program, which is stored in a computer-readable storage medium. The processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, thereby causing the terminal device to execute the virtual character control method.
[0013] The technical means provided in the embodiment of this application may include the following beneficial effects. When the character state of the first virtual character satisfies predetermined conditions, it is shown that the first virtual character has the ability to accompany other virtual characters. When the second virtual character moves within a predetermined range of the first virtual character, the first virtual character achieves the objective of accompanying the second virtual character without using a virtual vehicle. This avoids the problem of the constraint that virtual characters cannot be accompanied without relying on a virtual vehicle, and effectively improves the convenience and efficiency of operation. Furthermore, in scenes where an adversarial virtual character needs to hide, by adopting the technical solution provided in this application, the second virtual character can hide behind the first virtual character, eliminating the need to search for virtual buildings or obstacles to hide behind, thus further improving the convenience and efficiency of operation. [Brief explanation of the drawing]
[0014] [Figure 1] Figure 1 is a schematic diagram of a method control system provided in one embodiment of the present invention. [Figure 2] Figure 2 is a flowchart of a control method for a virtual character provided in one embodiment of the present invention. [Figure 3] Figure 3 is a schematic diagram of the first virtual environment screen provided in one embodiment of the present invention. [Figure 4] Figure 4 is a schematic diagram of the hint information provided in one embodiment of the present invention. [Figure 5] Figure 5 is a schematic diagram showing a second virtual character provided in one embodiment of the present invention, which has moved into the shadow of the first virtual character. [Figure 6] Figure 6 is a schematic diagram showing a first virtual character accompanied by a second virtual character, as provided in one embodiment of the present invention. [Figure 7] Figure 7 is a flowchart of a virtual character control method provided in another embodiment of the present invention. [Figure 8] Figure 8 is a schematic diagram of the second virtual environment screen provided in one embodiment of the present invention. [Figure 9]FIG. 9 is a schematic diagram of a second widget provided in an embodiment of the present application. [Figure 10] FIG. 10 is a schematic diagram of a second virtual environment screen provided in another embodiment of the present application. [Figure 11] FIG. 11 is a flowchart of a method for controlling a virtual character provided in another embodiment of the present application. [Figure 12] FIG. 12 is a block diagram of a control device for a virtual character provided in an embodiment of the present application. [Figure 13] FIG. 13 is a block diagram of a control device for a virtual character provided in another embodiment of the present application. [Figure 14] FIG. 14 is a block diagram of a terminal device provided in an embodiment of the present application.
Embodiments for Carrying Out the Invention
[0015] To make the objectives, technical solutions, and advantages of the present application clearer, the embodiments of the present application will be described in more detail below in combination with the drawings.
[0016] Before describing the embodiments of the present application, the related terms related to the present application will be described first.
[0017] 1. Virtual environment A virtual environment is an environment that is displayed (or provided) when a client of an application (such as a game application) is executed on a terminal device. The virtual environment refers to a constructed environment for virtual objects to perform activities (such as game competitions), and can be, for example, a virtual building, a virtual island, a virtual map, etc. The virtual environment may be an environment that simulates the real world, an environment with half simulation and half fiction, or an environment of complete fiction. The virtual environment may be a three-dimensional virtual environment, a 2.5-dimensional virtual environment, or a two-dimensional virtual environment. The embodiments of the present application do not limit this. The above virtual objects include virtual characters, virtual vehicles, virtual animals, etc.
[0018] 2. Virtual character A virtual character refers to a character that is operated by a user account within an application. In the example where the application is a game application, the virtual character is a game character that is controlled by the user account in the game application. The virtual character may be in the form of a person, an animal, a cartoon, or other forms. In the embodiments of the present application, it is not limited thereto. The virtual character may be represented in a three-dimensional format or a two-dimensional format. In the embodiments of the present application, it is not limited thereto. Note that the virtual character in the embodiments of the present application is distinguished from a virtual vehicle. That is, the above virtual character itself does not have the ability to bring along other virtual characters.
[0019] If the game application is different, the operations that the user account can control the virtual character to perform may also be different. For example, in a shooting game application, the user account can control the virtual character to perform operations such as shooting, moving, running, jumping, skill activation, and use of virtual items. Here, the game application may be any one of a multiplayer online battle arena (MOBA) game, a first-person shooting game (FPS), a multiplayer shooting survival game, a third-person shooting game (TPS), a simulation game (SLG), etc.
[0020] Of course, in other types of applications other than game applications, virtual characters can also be displayed to the user and corresponding functions can be provided to the virtual characters. Examples include AR (Augmented Reality) applications, VR (Virtual Reality) applications, MR (Mixed Reality) applications, social applications, and interactive entertainment applications, and the present invention is not limited to these. While different applications may have different forms of virtual characters and corresponding functions, these can all be pre-configured according to actual needs, and therefore the present invention is not limited to these.
[0021] Please refer to Figure 1, which shows a schematic diagram of a method control system provided in one embodiment of the present invention. This control system includes terminal equipment 10 and a server 20.
[0022] Terminal device 10 can be an electronic device such as a mobile phone, tablet computer, multimedia player, PC (Personal Computer), smart robot, in-vehicle terminal, wearable device, AR device, VR device, or MR device. Terminal device 10 has a client of some type of application installed. This application can be, for example, a game application, a social entertainment application, or a simulation learning application.
[0023] The application may be an online application. For example, the application's client may be installed and run on different terminal devices 10 and used by different users. Taking a game application as an example, the game application may be installed and run on different terminal devices 10 in the form of a mobile game, PC game, web page, mini-program, etc., but this embodiment is not limited thereto. The application may be a plug-and-play application, but this embodiment is not limited thereto.
[0024] Server 20 is used to provide background services to clients of applications (e.g., game applications) on terminal devices 10. For example, Server 20 may be a background server for the above application (e.g., a game application). Server 20 may be a single server, a cluster server consisting of multiple servers, or a single cloud computing server center.
[0025] The terminal device 10 and the server 20 can communicate with each other via the network 30. The network 30 may be a wired network or a wireless network.
[0026] For example, in a game application, during a game match, the first virtual character can use the first virtual item to have the ability to bring other virtual characters along. Simultaneously, the client displays hint information on the shadow of the first virtual character to inform other virtual characters that the first virtual character has the ability to bring other virtual characters along at this time. For example, if a predetermined area is defined as the shadow of the first virtual character, when the second virtual character moves into the shadow of the first virtual character, the client corresponding to the second virtual character sends an accompanying request to the server. After the server successfully verifies the accompanying request, it sends accompanying notifications to the clients corresponding to the first virtual character and the clients corresponding to the second virtual character, respectively. Upon receiving the accompanying notification, the client corresponding to the first virtual character clears the display of the second virtual character and controls the first virtual character to bring the second virtual character along. When a client corresponding to the second virtual character receives a companion notification, it also clears the display of the second virtual character, switches its viewpoint to the first viewpoint of the first virtual character, and displays the virtual environment screen from the first viewpoint.
[0027] Next, the technical solution provided in this application will be described by a method example.
[0028] Please refer to Figure 2, which shows a flowchart of a virtual character control method provided in one embodiment of the present invention. The entity executing each step of the method is a terminal device 10 in the method control system shown in Figure 1, for example, a client within terminal device 10, and the method may include the following steps (201-203).
[0029] Step 201: Display the first virtual environment screen, which is a screen showing the virtual environment from the first viewpoint of the first virtual character.
[0030] The above-mentioned virtual environment is an environment that is displayed (or provided) when a client of an application (e.g., a game application) is executed on a terminal device, and is an environment for activating virtual objects. In this embodiment, a virtual object refers to an object that can operate within the virtual environment, such as a virtual character, a virtual vehicle, or a virtual animal. The above-mentioned virtual environment screen refers to a screen obtained by observing the virtual environment, for example, the first virtual environment screen is a virtual environment screen obtained when the first virtual character observes the virtual environment. The above-mentioned virtual character refers to a character controlled by a user account within an application, for example, the first virtual character refers to a virtual character controlled by the user account currently logged into the terminal device.
[0031] The first viewpoint mentioned above refers to the viewpoint of the first virtual character, and can be set and adjusted according to actual usage needs. For example, the first viewpoint can refer to a first-person viewpoint, a third-person viewpoint, etc., based on the first virtual character, and is not limited to this in the present embodiment.
[0032] In one example, the virtual environment is an environment provided for game competition, in which multiple virtual characters compete. Optionally, the game competition may include at least two factions, and virtual characters belonging to different factions may be in cooperative or antagonistic relationships. Multiple virtual characters belonging to the same faction may be teammates. Virtual characters belonging to different factions may attack each other, while virtual characters belonging to the same faction may rescue each other. Optionally, the virtual environment may be an environment provided by a game stage or an environment provided by a game activity, and is not limited to these in this embodiment.
[0033] For illustrative purposes, referring to Figure 3, when a game match is started, the client displays the first virtual environment screen 301 on the user interface 300. The first virtual environment screen 301 is a screen obtained by observing the virtual environment from the third-person perspective of the first virtual character 302, and includes the first virtual character 302 and the second virtual character 303 located within the virtual environment. The first virtual character 302 and the second virtual character 303 are controlled by the user and can perform actions such as activating skills, using virtual items, walking, and running within the virtual environment. Optionally, unless otherwise specified, the client in this embodiment of the application is the client corresponding to the first virtual character.
[0034] Step 202: In response to the character state of the first virtual character satisfying a predetermined condition, hint information is displayed indicating that the first virtual character has the ability to bring other virtual characters along.
[0035] However, the specified conditions are pre-set conditions, and the character state is used to represent the state in which the first virtual character is participating in a virtual battle in the virtual environment.
[0036] Optionally, the character state includes the attribute state of the first virtual character itself, and whether the character state satisfies a predetermined condition is determined based on whether the attribute state of the first virtual character itself matches a predetermined state. The attribute state includes at least one of several character attributes, such as virtual health, virtual magic power, and the virtual character's level. For example, if the target level of the first virtual character reaches level 10, the character state of the first virtual character is considered to satisfy a predetermined condition. Alternatively, if the virtual health of the first virtual character reaches 80%, the character state of the first virtual character is considered to satisfy a predetermined condition.
[0037] Optionally, the character state includes the skill state of the first virtual character. Whether the character state meets the predetermined conditions is determined by whether the current skill state of the skills possessed by the first virtual character matches an applicable state. The skill state includes at least one of several states, such as skill cooldown state (the skill is currently in standby and unusable), skill usable state (the skill is currently usable), and skill locked state (the skill is currently locked and unusable). For example, if the first skill possessed by the first virtual character is in an usable state, the character state of the first virtual character is considered to meet the predetermined conditions.
[0038] Optionally, the character state may include the state in which the first virtual character has used a virtual item. Whether or not the first virtual character has used a predetermined virtual item can be used to determine whether or not the character state of the first virtual character satisfies predetermined conditions.
[0039] For example, if the first virtual character uses the first virtual item, the character state of the first virtual character is considered to satisfy a predetermined condition. Alternatively, if the first virtual character points the first virtual item in a predetermined direction, the character state of the first virtual character is considered to satisfy a predetermined condition.
[0040] The above-mentioned character states that satisfy the predetermined conditions are merely schematic examples and are not limited to these in the present invention.
[0041] In one selectable embodiment, we will take the case where the state in which the first virtual character uses the first virtual item is considered to be a state in which the character state satisfies predetermined conditions and explain as follows.
[0042] Optionally, the client displays the process by which a first virtual character uses a first virtual item in response to a user generating an operation signal for the first virtual item via a terminal device, and when the first virtual item is used, the client displays hint information. Here, the user can generate an operation signal via a touchscreen on the terminal device. For example, the user can generate an operation signal for the first virtual item and realize the use of the first virtual item by triggering an item use widget in the user interface displayed on the touchscreen (e.g., click, double-click, swipe, long press, etc.). The user can also realize the use of the first virtual item by generating operation information using an external device of the terminal device (mouse, keyboard, joystick, handle, etc.). This embodiment is not limited to this.
[0043] A virtual item refers to an item provided by an application for use by a virtual character. A virtual item may be a simulation of a real object (such as a chip, scroll, or tool), a semi-simulated, semi-fictional item, or a completely fictional item. This invention is not limited to these. Optionally, a virtual item may be acquired within the virtual environment or equipped before the start of a game. This invention is not limited to these options.
[0044] For illustrative purposes, the above virtual items may refer to skill chips. Different skill chips correspond to different functions, such as escort function, stealth function, enhancement function, flight function, and restraint function. The escort function refers to the ability of the skill chip user to escort other virtual characters (hereinafter abbreviated as escort ability). Before the start of a game (e.g., during the preparation phase), the user can select and equip skill chips. Note that the virtual characters themselves in this embodiment do not have the ability to escort other virtual characters (i.e., escort ability).
[0045] Optionally, the first virtual item in this embodiment may refer to a skill tip with accompanying functionality, and the user interface will display an item trigger widget corresponding to this, such as the item trigger widget 304 (button type) in Figure 3, and the user can use the first virtual item by triggering the item trigger widget 304.
[0046] In some embodiments, hint information is displayed on the shadow of the first virtual character in response to receiving an operation to use the first virtual item.
[0047] The shadow of a first virtual character is a dark area in a virtual environment formed when virtual light rays are blocked from propagating by virtual objects and cannot penetrate opaque objects. Optionally, the shadow can refer to a shadow obtained through simulation. For example, the shadow of a first virtual character refers to the shadow of the first virtual character caused by illumination from a virtual light source such as a virtual sun, virtual lamp, or virtual campfire. For example, referring to Figure 3, the first virtual character 302 is illuminated by a virtual light source, creating a shadow 305 on the virtual ground, and the shape of the shadow 305 is related to the model shape of the first virtual character 302 and the angle between the first virtual character 302 and the virtual light source.
[0048] In this application, hint information is visualized content such as text hint information, image hint information, animation hint information, and special effect hint information. Exemplaryly, the client may display the text “Enter and be accompanied” in or above the shadow of the first virtual character, or display the special effect “wormhole” in or above the shadow of the first virtual character. This is not limited to the embodiments of this application. Optionally, hint information is associated with accompanying ability. For example, during the period when hint information is displayed, the first virtual character provides an accompanying entry point to other virtual characters, and during the period when the display of hint information is cleared, the first virtual character does not provide an accompanying entry point to other virtual characters.
[0049] In one example, hint information is visible to teammate virtual characters belonging to the same virtual faction as the first virtual character (i.e., teammate virtual objects can see the hint information). For example, if the second virtual character is a teammate virtual character, the hint information is visible to the second virtual character. It is invisible to enemy virtual characters belonging to a different virtual faction than the first virtual character (i.e., enemy virtual characters can see the hint information). Exemplaryly, referring to Figures 3 and 4, in response to the virtual item widget 304 being triggered, the client displays a special effect 306 (i.e., hint information) above the shadow 305 of the first virtual character 302. If the second virtual character 303 is a teammate of the first virtual character 302, the special effect 306 is visible to the second virtual character 303.
[0050] In one example, the character state of the first virtual character reaching a predetermined state includes the first virtual character using the first virtual item, and in response to receiving an operation to control the first virtual character and cause it to use the first virtual item, the client displays hint information on the shadow of the first virtual character if the first virtual item satisfies the trigger condition.
[0051] The trigger condition is used to indicate whether the first virtual item is triggerable and may include at least one of the following:
[0052] 1. The energy value of the first virtual item has reached its maximum energy value. That is, when the energy value of the first virtual item reaches its maximum energy value, the client displays hint information in response to an operation to use the first virtual item. If the energy value of the first virtual item has not reached its maximum energy value, the client does not display hint information in response to an operation to use the first virtual item. For example, referring to Figure 3, the virtual item widget 304 displays whether the energy value has reached its maximum value in the form of a virtual energy tank. When the energy in the virtual energy tank is full, the first virtual item is usable. The energy value of the first virtual item increases over time. Optionally, the user can also gain energy by completing tasks or defeating enemies. After the first virtual item is used, its energy value is reset to 0.
[0053] 2. The remaining cooldown time for the first virtual item is 0. That is, if the remaining cooldown time for the first virtual item is 0, the client will display hint information in response to an operation to use the first virtual item. If the remaining cooldown time for the first virtual item is not 0, the client will not display hint information in response to an operation to use the first virtual item.
[0054] 3. The first virtual character has a shadow. That is, if the first virtual character has a shadow, the client will display hint information in response to an operation using the first virtual item. If the first virtual item does not have a shadow, the client will not display hint information in response to an operation using the first virtual item.
[0055] In one example, an operation in which the first virtual character uses the first virtual item is considered to be a condition in which the first virtual character's character state satisfies a predetermined condition. In response to receiving an operation to control the first virtual character and cause it to use the first virtual item, the client obtains the shadow area corresponding to the first virtual character's shadow if the first virtual item satisfies the trigger condition. If the shadow area is greater than or equal to a first threshold, hint information is displayed on the shadow of the first virtual character.
[0056] The trigger conditions in this embodiment are the same as those described in the above embodiment and will not be described again here. The shadow area is used to indicate the size of the shadow, for example, the area occupied by the shadow on a virtual ground. The first threshold can be set and adjusted as needed, and is not limited to this embodiment. For example, the first threshold can refer to 1 / 2, 1 / 3, 1 / 4 of the maximum shadow area, etc.
[0057] The above describes the process of displaying hint information on the shadow. When the first virtual character uses the first virtual item, and the character state of the first virtual character is deemed to meet a predetermined condition, hint information can be displayed on the shadow when the first item meets the trigger condition. Alternatively, when the first item meets the trigger condition and the shadow area reaches a first threshold, hint information can be displayed on the shadow. By introducing comparison criteria such as trigger conditions and a first threshold, a clear logical judgment mechanism is established for displaying hint information, which helps to improve the controllability and adaptability of the hint information display process, avoids the problem of inappropriately displaying hint information, enriches the gameplay, and improves the efficiency of human-machine interaction.
[0058] Optionally, if the shadow area is greater than or equal to the first threshold, and the first virtual character is in the first state, the client will not display hint information. The first state includes at least one of the following: defeated, inside a virtual vehicle, climbing, rescue, or virtual health value is 0. Defeated means losing the ability to attack and having virtual health value become 0 after a threshold time, while rescue means rescuing another virtual character. In some viable embodiments, if the first virtual character is in the first state, the client will directly switch the first virtual item to a disabled state. The first virtual item in a disabled state cannot be used.
[0059] Optionally, if the shadow area is below the first threshold, the client will not display hint information on the shadow of the first virtual character.
[0060] In this embodiment, by combining the trigger condition and shadow area to determine whether or not to display hint information, users are required to consider the trigger condition and shadow area when using the first virtual item, thereby improving the strategic and balanced use of the first virtual item. The above explains that even when the shadow area reaches a first threshold, it is necessary to further determine whether or not to display hint information based on the state of the first virtual character. For example, if the first virtual character is in a first state where it is difficult to accompany a virtual character, such as being defeated or having zero virtual health, hint information will not be displayed. By considering the first state, the execution process of the virtual environment becomes more realistic, and the game burden on the first virtual character is avoided when it is difficult for the first virtual character to accompany a second virtual character, thereby improving the efficiency of human-machine interaction while considering the interaction effect of the game. In addition, the balance of use of the first virtual item is improved by restricting the first virtual character from being able to trigger the first virtual item in certain states.
[0061] Optionally, during the display period of the hint information, other virtual characters can be triggered to follow the first virtual character, but once the hint information is cleared, other virtual characters cannot be triggered to follow the first virtual character.
[0062] In one example, hint information is associated with a display time, and after the display time for the hint information expires, the client clears the display of the hint information. The embodiment of this invention may further include the following: When the first virtual item is used, the shadow area is obtained, and the display time for the hint information is determined based on the shadow area. However, the display time for the hint information shows a positive correlation with the shadow area.
[0063] The larger the shadow area when the first virtual item is used, the longer the display time of the hint information; and the smaller the shadow area when the first virtual item is used, the shorter the display time of the hint information. Optionally, the display time of the hint information may be determined directly by the shadow area, or by the product of the shadow area and a specified parameter, or by the display time corresponding to the time level corresponding to the area level of the shadow area. This embodiment is not limited to these options. By determining the display time of the hint information based on the shadow area in this way, the strategic use of the first virtual item can be further enhanced.
[0064] The above describes the process of determining the display time of hint information based on the shadow area. The display time of hint information is linked to the shadow area, allowing the display of hint information to better fit changes in lighting and environment in the virtual environment, thereby enhancing the realism of the game. Furthermore, the positive correlation between shadow area and hint information display time enhances the strategic aspect of the game, allows for more flexible display of hint information, and provides players with a more immersive gaming experience.
[0065] In one example, the method for determining the display time of hint information may be as follows: a first ratio is calculated between the model area of the second virtual character and the model area of the first virtual character, and the display time of the hint information is determined based on this first ratio and the shadow area. However, the display time of the hint information shows a positive correlation with the first ratio and a positive correlation with the shadow area.
[0066] Optionally, the first ratio can be obtained by dividing the model area of the second virtual character by the model area of the first virtual character. The model area may be the horizontal projection area of the model, the vertical projection area, or the volume of the model. This is not limited to the present embodiment.
[0067] Optionally, the display time of the hint information may be determined based on the product of the first ratio and the shadow area, or the display time of the hint information may be determined by calculating a weighted sum of the first ratio and the shadow area. The present embodiment is not limited to this.
[0068] The above describes a method for determining the display time of hint information by combining a first ratio when there is a positive correlation between the shadow area and the display time of hint information. The first ratio is the ratio of the model area of the second virtual character to the model area of the first virtual character, and can reflect not only the size of the second virtual character relative to the first virtual character, but also to some extent the certainty that the second virtual character will be hidden by the first virtual character. The larger the first ratio, the better the first virtual character can hide the second virtual character. Therefore, by setting the display time of hint information to show a positive correlation with the first ratio, it is possible to limit the buff that the hint information gives to the second virtual character. By combining the first ratio and the shadow area, the display state of hint information can be more comprehensively restricted, which can enhance the realism of the game, ensure fairness in game participation by multiple players, and improve the efficiency of human-machine interaction.
[0069] Optionally, after setting the display time for hint information, users can increase the display time by completing tasks or defeating enemies.
[0070] This embodiment enhances the relationship between hint information and shadows by determining the display time of hint information based on the shadow area, and allows the display time to change dynamically in accordance with the shadow area, thereby increasing the flexibility of setting the display time and helping to further enhance the strategic usability of the first virtual item.
[0071] In one example, the client will clear the hint information display when the conditions for its disappearance are met, but will not clear the display of the third virtual character in response to the third virtual character moving into the shadow of the first virtual character.
[0072] The disappearance conditions are used to indicate whether or not hint information will disappear, and may include at least one of the following: expiration of the hint information display time, disappearance of the shadow of the first virtual character, or cancellation of the operation to use the first virtual item. The third virtual character is different from the first virtual character. During the hint information display disappearance period, the first virtual character still has the ability to accompany other virtual characters, but is unable to accompany other virtual characters. Therefore, removing the display of hint information indicating that the first virtual character can accompany other virtual characters helps to improve the balance of the game. Even if the third virtual character has subsequently moved into the shadow of the first virtual character, the first virtual character cannot accompany other virtual characters and the hint information will not be displayed, so the display of the third virtual character will not disappear, setting a limit on the game process and ensuring the fairness of the game.
[0073] Step 203: In response to the second virtual character being within a predetermined range of the first virtual character, the display of the second virtual character is erased. However, the position of the erased second virtual character changes in accordance with the position of the first virtual character.
[0074] Schematically, the predetermined range is a range pre-defined based on the position of the first virtual character. Optionally, the predetermined range may be a circular area of 1 meter around the first virtual character, a rectangular area of 0.5 meters around the first virtual character, or the shadow corresponding to the first virtual character.
[0075] For example, if we consider a case where the shadow corresponding to the first virtual character is defined as a predetermined range, then in response to the second virtual character moving into the shadow of the first virtual character, the display of the second virtual character is erased.
[0076] Optionally, the movement of the second virtual character within a predetermined range of the first virtual character can also be interpreted as the distance between the second virtual character and the first virtual character becoming less than or equal to a predetermined distance. For example, if the predetermined range is a predetermined distance of 1 meter, the distance between the second virtual character and the first virtual character is determined in real time based on the position changes of the second virtual character and the first virtual character, and if the distance is 1 meter or less, the second virtual character is considered to have moved within the predetermined range of the first virtual character. Here, we do not limit ourselves to a specific method for achieving the given range.
[0077] The second virtual character is a different virtual character from the first virtual character and may be a teammate or a collaborator with the first virtual character. Optionally, the hint information is visible to the second virtual character. When the second virtual character moves into the first virtual character's shadow, it may mean that the second virtual character has moved into the area covered by the shadow, or it may mean that the second virtual character has moved into the area covered by the hint information.
[0078] Removing the display of the second virtual character may be achieved by removing the display of the model of the second virtual character. For example, the display of the second virtual character can be removed by hiding the model of the second virtual character within the model of the first virtual character. Alternatively, the display of the second virtual character can be removed by hiding the model of the second virtual character within the shadow of the first virtual character. Furthermore, the display of the second virtual character can be removed by hiding the model of the second virtual character within hint information. Finally, the display of the second virtual character can be removed by not displaying the model of the second virtual character.
[0079] In one example, if the second virtual character is within a predetermined range, the display of the second virtual character disappears from the terminal interface, but the second virtual character is still participating in the current virtual battle. In other words, the second virtual character is still alive in the game. Therefore, the second virtual character has corresponding position information in the game, and the position of the second virtual character in the game is not erased.
[0080] Schematically, teammate virtual characters belonging to the same virtual faction as the second virtual character can still know the location of the second virtual character, even after its display has been removed, through the virtual map. Alternatively, all virtual characters in a virtual match can learn the location of the second virtual character, even after its display has been removed, by completing in-game tasks.
[0081] Optionally, based on the accompanying function of the first virtual character, the second virtual character will be accompanied by the first virtual character when it is within a predetermined range. In this case, the position of the second virtual character is linked to the position of the first virtual character, so the position of the second virtual character, whose display has been erased, will change in the virtual environment to follow the position of the first virtual character.
[0082] Schematically, the position coordinates of the second virtual character are the same as those of the first virtual character, and as the first virtual character moves within the virtual environment, the position coordinates of the second virtual character change synchronously, following the position coordinates of the first virtual character. Alternatively, there is a fixed coordinate difference between the position coordinates of the second virtual character and the position coordinates of the first virtual character, and as the first virtual character moves within the virtual environment, the position coordinates of the second virtual character change in accordance with the position coordinates of the first virtual character, maintaining a fixed value corresponding to the coordinate difference even within the range of change.
[0083] Optionally, the position of the second virtual character is determined based on the position where the second virtual character's model is hidden and the position of the first virtual character. This makes it possible to change the position of the second virtual character, whose display has been erased, to follow the position of the first virtual character. In turn, this creates the effect that the second virtual character is accompanied by the first virtual character.
[0084] For example, if the model of the second virtual character is hidden within the model of the first virtual character, the position of the first virtual character can be directly determined as the position of the second virtual character. If the model of the second virtual character is hidden within the shadow of the first virtual character, the position of the second virtual character can be determined based on the position of the first virtual character and the position of the shadow relative to the first virtual character.
[0085] In one example, the second virtual character, whose display has been erased, shares the first viewpoint with the first virtual character. That is, the client of the second virtual character originally displayed the virtual environment screen from the second viewpoint of the second virtual character, but after the second virtual character is accompanied by the first virtual character, the client of the second virtual character switches to displaying the first virtual environment screen in sync, and the user corresponding to the second virtual character can continue to obtain information from the first virtual environment screen.
[0086] The above explains how the first virtual character and the second virtual character share the first viewpoint after the second virtual character disappears. The second virtual character does not lose its eligibility to participate in the game even after being accompanied by the first virtual character; it participates in the game process in an invisible state. However, it is conceivable that the second virtual character will be subject to certain game restrictions while following the first virtual character within the virtual environment and being accompanied by the first virtual character. Therefore, by making the first viewpoint of the first virtual character the game viewpoint of the second virtual character, the screen observed from the first viewpoint can be displayed for the second virtual character, thereby enhancing the realism of the game. In this process, the server does not need to separately generate a virtual environment screen for the second viewpoint, thus reducing the workload of generating the virtual environment screen and saving server processing resources. At the same time, the user corresponding to the second virtual character no longer needs to perform control operations, improving the user experience. The viewpoint sharing process also helps the second and first virtual characters to participate in the game process more actively and in a more coordinated manner, increasing the degree of cooperation between different virtual characters and improving the efficiency of human-machine interaction.
[0087] As an optional choice, when the display of the second virtual character is erased, a special disappearance effect is displayed to the client. For example, this could be a special effect in which the second virtual character disappears into the shadows, or a special effect in which the second virtual character is hidden by hint information, but the embodiment of this application is not limited to these.
[0088] For example, referring to Figures 5 and 6, during the display period of the hint information 306, in response to the second virtual character 303 moving into the shadow 305 of the first virtual character 302, the client clears the display of the second virtual character 303. The position of the second virtual character 303 changes in accordance with the change in the position of the first virtual character 302. Optionally, the second virtual character 303 can share the first viewpoint of the first virtual character 302; that is, the second virtual character 303 can spectate from the first viewpoint.
[0089] In one example, the first virtual character will only accompany the second virtual character after the second virtual character has entered the shadow and the second virtual character has voluntarily requested to accompany it. In that case, step 203 may also include the following:
[0090] 1. When a collision event is detected between a collision object placed within a predetermined range and a collision object of a second virtual character, the collision event is sent to the server.
[0091] The predetermined range is a range pre-set based on the position of the first virtual character. Optionally, the predetermined range may be a circular area 1 meter around the first virtual character, or the shadow corresponding to the first virtual character.
[0092] Taking the case where a predetermined range is the shadow corresponding to the first virtual character as an example, if a collision event is detected between a collision object placed in the shadow and a collision object of the second virtual character, the collision event is sent to the server. The collision object placed in the shadow may refer to the collision object corresponding to the shadow, or to the collision object corresponding to the hint information. The projection area of the collision object overlaps with the area covered by the shadow. The collision object of the second virtual character refers to a collision object corresponding to any part of the model, and in particular may refer to a collision object corresponding to the legs, but this embodiment is not limited thereto.
[0093] Collision events are used to indicate collisions that occur between a collision object placed in the shadow and a collision object of a second virtual character. After the client detects a collision event, it sends the collision event to the server. The server may be a background server corresponding to the client.
[0094] 2. In response to receiving an accompanying notification from the server, the display of the second virtual character is cleared. However, an accompanying notification is generated when the server receives an accompanying request from a client corresponding to the second virtual character, and the accompanying request is used to request that the second virtual character be accompanied by the first virtual character.
[0095] An accompanying notification is used to notify the client to control the first virtual character to bring the second virtual character along. The accompanying notification may include the identification information of the second virtual character and the identification information of the first virtual character. An accompanying request may include the identification information of the second virtual character and the identification information of the first virtual character. When the server receives an accompanying request, it verifies the identification information of the first virtual character, and after successful verification of the identification information of the first virtual character, it generates an accompanying notification and sends the accompanying notification to the client corresponding to the first virtual character. When the client receives the accompanying notification, it controls the first virtual character to bring the second virtual character along and clears the display of the second virtual character.
[0096] The above describes the process by which the first virtual character handles the accompanying of the second virtual character via the server. As a processing unit connected to the terminal, the server has higher processing efficiency. When the terminal detects a collision event, processing the collision event via the server allows the server to analyze the collision event more comprehensively and efficiently. The terminal device only needs to decide whether or not to display the second virtual character based on the accompanying notification sent from the server, thus significantly reducing the computational and memory burden on the terminal.
[0097] In some embodiments, when the display of the second virtual character is erased, the model of the second virtual character is hidden, thereby achieving the effect of erasing the display of the second virtual character on the interface.
[0098] Optionally, the model of the second virtual character is hidden within the model of the first virtual character.
[0099] Schematically, if the second virtual character is within a predetermined range of the first virtual character, it is determined that the first virtual character can accompany the second virtual character, and therefore the model of the second virtual character can be hidden within the model of the first virtual character. For example, the model of the second virtual character can be reduced in size and hidden within the model of the first virtual character.
[0100] Optionally, the model of the second virtual character is hidden in the shadow of the first virtual character.
[0101] Schematically, if the second virtual character is within a predetermined range of the first virtual character, it is determined that the first virtual character can accompany the second virtual character. The shadow of the first virtual character is usually a dark color effect such as gray, and since the shadow is thought to move following the first virtual character, the model of the second virtual character can be hidden within the shadow of the first virtual character. For example, the model of the second virtual character can be shrunk and hidden within the shadow of the first virtual character, or a masking effect can be applied to the model of the second virtual character and hidden within the shadow of the first virtual character.
[0102] Optionally, the model for the second virtual character is hidden within the hint information.
[0103] Schematically, if the second virtual character is within a predetermined range of the first virtual character, it is determined that the first virtual character can accompany the second virtual character. Since hint information is usually implemented in the interface as a floating window or similar format, the model of the second virtual character may be hidden within the hint information, thereby eliminating the screen effect of the second virtual character displayed on the interface.
[0104] The above describes how to hide the model of the second virtual character and effectively remove its display. By hiding the model, the process of reducing visual clutter on the interface and creating the effect that the second virtual character has disappeared from the user's view, thereby better aligning the interface with its intended display purpose, providing players with a more personalized and immersive gaming experience, and contributing to improved human-machine interaction efficiency.
[0105] In one example, the client hides the display of the second virtual character and simultaneously hides the hint information, preventing other virtual characters from being accompanied by the first virtual character.
[0106] In one example, after the first virtual character has accompanied the second virtual character, the second virtual character can then detach itself from the first virtual character's accompaniment. This situation includes at least one of the following:
[0107] 1. If the remaining validity time of the first virtual item used by the first virtual character is 0, the second virtual character will be restored and displayed next to the position of the first virtual character.
[0108] However, the condition that the character state of the first virtual character satisfies predetermined conditions includes the first virtual character having used the first virtual item. Remaining validity time refers to the remaining time during which the first virtual character has the ability to accompany the second virtual character. If the remaining validity time of the first virtual item is 0, the first virtual character loses its ability to accompany the second virtual character, and the first virtual character can no longer accompany the second virtual character, so the client needs to display the second virtual character again. The remaining validity time can be set and adjusted according to actual usage needs, and is not limited to this embodiment.
[0109] For example, if the remaining validity time of the first virtual item is 0, the client may restore and display the model of the second virtual character on top of the shadow of the first virtual character, or display the model of the second virtual character at any position around the first virtual character.
[0110] 2. If the client corresponding to the second virtual character issues a detachment request, the second virtual character will be restored and displayed next to the position of the first virtual character.
[0111] A detachment request is used to request that the second virtual character detach from accompanying the first virtual character. The client corresponding to the second virtual character can send a detachment request to the server. Upon receiving the detachment request, the server generates a detachment notification and sends it to the client corresponding to the first virtual character. Upon receiving the detachment notification, the client corresponding to the first virtual character controls the first virtual character to terminate the accompanying of the second virtual character and restores the display of the second virtual character next to the position of the first virtual character. In this way, supporting the second virtual character to voluntarily detach from accompanying the first virtual character increases the flexibility of operation. In other words, even if the first virtual character has the ability to detach, the second virtual character has a certain degree of self-selection, and can choose to be accompanied by the first virtual character or not, thus enhancing the flexibility of the player in controlling the virtual characters and playing the game.
[0112] 3. When the first virtual character enters the second state, the second virtual character is restored and displayed next to the position of the first virtual character. However, the second state includes at least one of the following: a state with 0 virtual health, a defeated state, or an injured state.
[0113] In other words, when the first virtual item enters the second state, the first virtual character loses its ability to accompany the second virtual character, and the first virtual character can no longer accompany the second virtual character, so the client needs to display the second virtual character again. However, the injured state may refer to a state in which the virtual health value is below the health value threshold.
[0114] 4. If the shadow of the first virtual character disappears, the second virtual character will be restored and displayed next to the position of the first virtual character.
[0115] Schematically, if the display of the second virtual character disappears because it is hidden in the shadow of the first virtual character, the second virtual character can be restored and displayed next to the first virtual character's position when the shadow of the first virtual character disappears. For example, if the first virtual character walks into a dark space, the shadow of the first virtual character disappears and the second virtual character is restored and displayed, or if the virtual health value of the first virtual character becomes 0, both the first virtual character and its shadow disappear and the second virtual character is displayed. Therefore, the disappearance of the first virtual character's shadow can be considered as the first virtual character losing its ability to accompany other virtual characters. In other words, associating the above-mentioned accompaniment ability with the shadow of the first virtual character helps to increase the rationality of the accompaniment ability. At the same time, the enemy can take countermeasures that focus on this feature, improving the strategic depth of the game.
[0116] The above describes several schematic methods for when a second virtual character leaves the first virtual character's accompaniment. This includes cases where the first virtual character loses the ability to accompany the second virtual character due to changes in its own state or the state of its possessed items, resulting in the second virtual character being restored to the display, as well as cases where the second virtual character decides to leave the first virtual character's accompaniment on its own, resulting in the second virtual character being restored to the display. By determining whether or not to restore the second virtual character using at least one of these multiple methods, it helps to enhance the realism of the game, provide players with greater flexibility in the game, better match the interface display to player expectations, balance the abilities of each game participant, ensure fairness in the game, and rationally allocate in-game data resources.
[0117] If the second virtual character is optionally restored and displayed, the client will see a special display restoration effect. For example, this could be a special effect in which the second virtual character reappears in the shadow, or a special effect in which the second virtual character is restored and displayed from the hint information, but the embodiment of this application is not limited to these.
[0118] Optionally, if the first virtual character is attacked while accompanying the second virtual character, that attack will not affect the second virtual character. The accompanying second virtual character loses its attacking ability and cannot attack the enemy, but can still spectate.
[0119] As described above, the technical solution provided in the embodiment of this application demonstrates that, when the character state of the first virtual character satisfies predetermined conditions, the first virtual character has the ability to accompany other virtual characters. When the second virtual character moves within a predetermined range of the first virtual character, the first virtual character achieves the objective of accompanying the second virtual character without using a virtual vehicle, thereby avoiding the problem of the constraint that virtual characters cannot be accompanied without relying on a virtual vehicle, and effectively improving the convenience and efficiency of operation. Furthermore, in scenes where the second virtual character needs to hide from an enemy virtual character, by adopting the technical solution provided in this application, the second virtual character can hide behind the first virtual character, eliminating the need to search for virtual buildings or obstacles to hide behind, thus further improving the convenience and efficiency of operation.
[0120] Furthermore, by combining trigger conditions and shadow area to determine whether or not to display hint information, users now need to consider trigger conditions and shadow area when using the first virtual item, improving the strategic and balanced use of the first virtual item. Additionally, restricting the first virtual character from triggering the first virtual item in certain states further improves the balance of first virtual item use.
[0121] Furthermore, by determining the display time of hint information based on the shadow area, the association between hint information and shadows is strengthened, and the display time can be dynamically changed in accordance with the shadow area. This increases the flexibility of setting the display time and helps to further enhance the strategic use of the first virtual item.
[0122] Please refer to Figure 7, which shows a flowchart of a virtual character control method provided in another embodiment of the present invention. The entity executing each step of this method is a terminal device 10 in the method control system shown in Figure 1, for example, a client within terminal device 10, and this method may include the following steps (701-702).
[0123] Step 701: Display the second virtual environment screen, which is a view of the virtual environment from the second perspective of the second virtual character.
[0124] A virtual environment is the environment displayed (or provided) when an application client (e.g., a game application) is executed on a terminal device. The virtual environment screen refers to a screen obtained by observing the virtual environment; for example, the second virtual environment screen is a virtual environment screen obtained by a second virtual character observing the virtual environment. The virtual character refers to a character controlled by a user account within the application; for example, the second virtual character refers to a virtual character controlled by the user account currently logged into the terminal device.
[0125] The second virtual character is different from the first virtual character. The client corresponding to the second virtual character and the client corresponding to the first virtual character may be clients on different terminal devices that support the same application. The second virtual environment screen is displayed by the client corresponding to the second virtual character. Optionally, the second virtual character may have a teammate relationship, a cooperative relationship, etc., with the first virtual character.
[0126] The above-mentioned second viewpoint refers to the viewpoint of a second virtual character, and can be set and adjusted according to actual usage needs. For example, the second viewpoint can refer to a first-person viewpoint, a third-person viewpoint, etc., based on the second virtual character, and is not limited to this in the present embodiment.
[0127] For example, referring to Figures 8 and 3, the client corresponding to the second virtual character displays the second virtual environment screen 401 on the user interface 400. The second virtual environment screen 401 is a screen obtained by observing the virtual environment from the third-person perspective of the second virtual character 303, and includes the first virtual character 302 and the second virtual character 303 located within the virtual environment. The first virtual character 302 and the second virtual character 303 are controlled by the user and can perform actions such as activating skills, using virtual items, walking, and running within the virtual environment.
[0128] Step 702: If hint information is displayed, the second virtual environment screen is updated and displayed in response to the second virtual character moving within a predetermined range of the first virtual character.
[0129] Hint information is used to indicate that the first virtual character has the ability to bring other virtual characters along.
[0130] If hint information is displayed above the shadow of the first virtual character, the user can determine that the first virtual character has the ability to accompany another virtual character at this time. Exemplarily, the accompaniment ability in this embodiment is represented to the second virtual character as observing from its first viewpoint, with the second virtual character's position changing in accordance with the first virtual character's position changes. To the enemy virtual character, the second virtual character becomes invisible. This makes it difficult for the enemy to detect the enemy, increasing the tactical advantage of the first and second virtual characters. This improves the flexibility of operation and, consequently, the user experience. The second virtual character also becomes invisible to the first virtual character. However, relevant information is displayed in the user interface to indicate that the first virtual character is accompanying the first virtual character.
[0131] Optionally, hint information can be displayed when the first virtual character uses the first virtual item. Hint information can be viewed by the second virtual character, and in this application, hint information is visualized content such as text hint information, image hint information, animation hint information, and special effect hint information.
[0132] Optionally, based on the fact that the second virtual character is accompanied by the first virtual character, the display of the second virtual character will be removed from the interface of the terminal corresponding to other players. Removing the display of the second virtual character may be done by removing the display of the second virtual character's model. For example, the display of the second virtual character can be removed by hiding the model of the second virtual character within the model of the first virtual character. Alternatively, the display of the second virtual character can be removed by hiding the model of the second virtual character within the shadow of the first virtual character. Furthermore, the display of the second virtual character can be removed by hiding the model of the second virtual character within hint information. Finally, the display of the second virtual character can be removed by not displaying the model of the second virtual character.
[0133] In one example, if a collision object is placed on the shadow of a first virtual character, and a collision event is detected between the collision object corresponding to a second virtual character and the collision object placed on the shadow of the first virtual character, the client determines that the second virtual character has moved into the shadow of the first virtual character. This collision event may be detected and reported by the client corresponding to the first virtual character, or by the client corresponding to the second virtual character, or by the server. This embodiment is not limited thereto.
[0134] In one example, in response to the second virtual character moving into the shadow of the first virtual character, the client sends an accompaniment request to the server, asking the first virtual character to bring the second virtual character along. In response to receiving the accompaniment notification from the server, the display of the second virtual character disappears from the other players' terminal screens. Since this accompaniment notification is also sent synchronously to the client corresponding to the first virtual character, when the client corresponding to the second virtual character receives the accompaniment notification, it can determine that the first virtual character has already started accompanying the second virtual character and can then clear the display of the second virtual character.
[0135] In one example, to prevent the second virtual character from being mistakenly accompanied by the first virtual character, the embodiment of the present invention also supports secondary determination of the second virtual character, and the embodiment of the present invention may include the following: In response to the second virtual character moving into the shadow of the first virtual character, the first widget is displayed; in response to an operation that triggers the first widget, an accompanying request is sent to the server to request that the second virtual character be accompanied by the first virtual character; and in response to receiving the accompanying notification from the server, the display of the second virtual character is cleared. However, the first widget is used to generate the accompanying request.
[0136] For example, referring to Figures 8 and 9, in response to the second virtual character 303 moving into the shadow 305 of the first virtual character 302, the user interface 400 additionally displays the first widget 402. In response to the user's trigger operation on the first widget, the client corresponding to the second virtual character 303 sends an accompany request to the server. In response to receiving an accompany notification from the server, the client corresponding to the second virtual character 303 clears the display of the second virtual character 303 and displays the virtual environment screen in the third-person view of the first virtual character 302.
[0137] The above describes the process by which the first widget prompts the second virtual character to decide whether or not to accompany the first virtual character. To prevent the second virtual character from being mistakenly accompanied by the first virtual character, the first widget is displayed to prompt the second virtual character to make a selection, and only when the player controlling the second virtual character triggers the first widget does the server confirm that the first virtual character will accompany the second virtual character. This ensures player autonomy in the game process, enhances the clarity of interactions, avoids problems that lead to incorrect accompaniment due to misoperation, and improves the accuracy of the game and the player experience. In addition, the immediate feedback from the first widget speeds up player response time, optimizes the allocation of game resources, and reduces data processing load.
[0138] In one selectable embodiment, if a predetermined area of the first virtual character is the shadow of the first virtual character, when the second virtual character moves into the shadow of the first virtual character, the second virtual environment screen is updated and displayed. However, the position of the second virtual character, whose display has been erased in the virtual environment, changes in accordance with the position of the first virtual character.
[0139] Optionally, the client of the second virtual character updates and displays the second virtual environment screen based on the position change of the second virtual character. The position of the second virtual character can be determined based on the position where the second virtual character's model is hidden and the position of the first virtual character. For example, if the second virtual character's model is hidden in the shadow of the first virtual character, the position of the second virtual character can be determined based on the position of the first virtual character and the position of the shadow relative to the first virtual character. In this process, the user corresponding to the second virtual character can also switch the second viewpoint of the second virtual character, thereby increasing the flexibility of operation.
[0140] Steps 701 and 702 above describe the content displayed on the terminal corresponding to the second virtual character. The second virtual character, as a separate player from the player controlling the first virtual character, can observe the virtual environment from the second virtual character's perspective and view the second virtual environment screen. If hint information is displayed, the player can make the second virtual character accompany the first virtual character by controlling the second virtual character and moving it within a predetermined range of the first virtual character. The second virtual character can hide within the virtual environment and effectively evade enemy attacks. Furthermore, it can increase tactical flexibility, for example by using sudden attacks or secretly gathering information, which helps to advance the virtual battle in better cooperation with the first virtual character, thereby increasing the complexity and enjoyment of the game.
[0141] In one example, the client of the second virtual character is fixed to the first viewpoint of the first virtual character and displays the virtual environment screen. In this embodiment, the following may be included: the second virtual environment screen is switched to the first virtual environment screen, which is a screen showing the virtual environment as observed from the first viewpoint of the first virtual character, and the first virtual environment screen is updated and displayed based on the change in the position of the first virtual character.
[0142] For example, referring to Figures 8 and 9, in response to the second virtual character being accompanied by the first virtual character, the user interface 400 corresponding to the client of the second virtual character switches the second virtual environment screen 401 to the first virtual environment screen 301 and displays it, and also updates and displays the first virtual environment screen 301 in accordance with the change in the position of the first virtual character.
[0143] The above describes the process of displaying the virtual environment screen from the first virtual character's first viewpoint after the second virtual character has accompanied the first virtual character. Because the second virtual character is accompanying the first virtual character, the virtual environment observed from the second virtual character's second viewpoint may not be able to display much information. Therefore, observing the virtual environment from the first viewpoint contributes to strengthening the second virtual character's perception of the virtual environment, helps improve the effectiveness of cooperation between the second and first virtual characters, facilitates cooperative behavior between different virtual characters, enhances the efficiency and enjoyment of interactions between multiple players in the game, and improves the efficiency of human-machine interaction.
[0144] In one example, after the display of the second virtual character is erased, the client corresponding to the second virtual character supports the second virtual character voluntarily detaching itself from the accompanying first virtual character, thereby increasing operational flexibility. Therefore, the embodiment of this application may also include the following: displaying a second widget, sending a detachment request to the server to request detachment from the first virtual character in response to an operation that triggers the second widget, and in response to receiving a detachment notification from the server, restoring and displaying the second virtual character next to the position of the first virtual character and restoring and displaying the second virtual environment screen.
[0145] The second widget is used to generate a detachment request. Optionally, the second widget is a widget that is added to the interface after the display of the second virtual character has been cleared. For example, after clearing the display of the second virtual character, the client of the first virtual character can replace the first widget with the second widget. This avoids excessive occupation of the user interface and maintains its simplicity. The detachment notification is used to notify the client to control the second virtual character and detach it from the first virtual character's accompaniment. The detachment notification is also sent synchronously to the client of the first virtual character, so that the clients of the first and second virtual characters can synchronously restore the display of the second virtual character next to the position of the first virtual character.
[0146] For example, referring to Figures 9 and 10, the second widget 403 is displayed on the user interface 400. In response to a user trigger operation on the second widget 403, the user interface 400 restores the display of the second virtual character 303 next to the position of the first virtual character 302 and switches the first virtual environment screen 301 to the second virtual environment screen 401.
[0147] By rationally applying the companionship ability and coordinating the companionship of the first and second virtual characters, unexpected battle effects can be achieved, enhancing the game's enjoyment and increasing user engagement. Furthermore, the second widget allows the player controlling the second virtual character to decide whether or not to withdraw from companionship, ensuring player autonomy in the game. This helps the second virtual character cooperate with the first virtual character in virtual battles while also effectively completing its own game tasks, improving the efficiency of human-machine interaction.
[0148] As described above, when the character state of the first virtual character satisfies predetermined conditions, it is shown that the first virtual character has the ability to accompany other virtual characters. When the second virtual character moves within a predetermined range of the first virtual character, the first virtual character achieves the objective of accompanying the second virtual character without using a virtual vehicle, thereby avoiding the problem of the constraint that virtual characters cannot be accompanied without relying on a virtual vehicle, and effectively improving the convenience and efficiency of operation. Furthermore, in scenes where the second virtual character needs to hide from an enemy virtual character, by adopting the technical solution provided in this application, the second virtual character can hide behind the first virtual character, eliminating the need to search for virtual buildings or obstacles to hide behind, thus further improving the convenience and efficiency of operation.
[0149] Please refer to Figure 11, which shows a flowchart of a method for controlling a virtual character provided in another embodiment of the present invention. This method may include several steps, such as the following:
[0150] 1. The user interface of client 1101 displays an item usage widget corresponding to the first virtual item and the first virtual environment screen. The first virtual environment screen is a view of the virtual environment from the first viewpoint of the first virtual character.
[0151] 2. In response to a trigger operation on the item usage widget, client 1101 sends an item usage request to server 1102. The item usage request includes the identification information of the first virtual character and the identification information of the first virtual item.
[0152] 3. When server 1102 receives an item usage request, it verifies the item usage request.
[0153] 4. After the server 1102 successfully verifies the item usage request, it sends a usage notification to the client 1101. The usage notification is used to instruct the client 1101 to control the first virtual character and use the first virtual item.
[0154] 5. After client 1101 receives the usage notification, the process of the first virtual character using the first virtual item is displayed.
[0155] 6. After client 1101 receives a special effect display notification from server 1102, it displays special effects such as "Mist," "Space-Time Gate," "Teleportation Array," and "Wormhole" on the shadow of the first virtual character.
[0156] 7. Client 1101 detects whether another virtual character has entered the shadow of the first virtual character and simultaneously displays the remaining validity time of the first virtual item. For example, it displays the remaining validity time of the first virtual item in a countdown format. Optionally, Server 1102 counts the remaining validity time, and when the remaining validity time reaches 0, Server 1102 notifies Client 1101 to stop displaying the remaining validity time of the first virtual item and switch the first virtual item to a disabled state. At this time, the first virtual character does not have the ability to accompany. When the energy value of the first virtual item reaches its maximum energy value, the first virtual item becomes usable again.
[0157] 8. Client 1103 displays the second virtual environment screen, which is a screen showing the virtual environment from the second viewpoint of the second virtual character. Optionally, the second virtual environment screen may include both the first and second virtual characters.
[0158] As an optional feature, in this embodiment, the virtual environment screens corresponding to each client are uniformly generated by the server 1102, maintaining the relationships and consistency between the virtual environment screens displayed to each client, and consequently creating the effect of multiple virtual characters being active within the virtual environment.
[0159] 9. After client 1103 receives a special effect display notification from server 1102, it displays the accompanying special effect on the shadow of the first virtual character. Optionally, if other clients also need to display the accompanying special effect, server 1102 sends special effect display notifications to those clients as well.
[0160] 10. In response to client 1103 moving the second virtual character into the shadow of the first virtual character, the first widget is displayed.
[0161] 11. In response to a trigger operation on the first widget, client 1103 sends an accompaniment request to server 1102. The accompaniment request is used to request that the second virtual character be accompanied by the first virtual character.
[0162] 12. After the server 1102 receives the accompany request, it verifies the accompany request. For example, it verifies the accompany request based on virtual character information, virtual character status, etc.
[0163] 13. After the server 1102 successfully verifies the accompaniment request, it generates an accompaniment notification and sends the accompaniment notification to client 1101 and client 1103.
[0164] 14. Client 1101 clears the display of the second virtual character and displays a hint icon on the user interface indicating that the second virtual character is associated with it. Client 1103 also clears the display of the second virtual character. At this point, the second virtual character is associated with the first virtual character.
[0165] 15. Client 1103 switches the second virtual environment screen to the first virtual environment screen and displays it, and also displays the second widget.
[0166] 16. In response to the trigger operation on the second widget, client 1103 sends a detachment request to server 1102. The detachment request is used to request departure from the first virtual character.
[0167] 17. In response to receiving a departure notification from server 1102, client 1103 restores and displays the second virtual character next to the position of the first virtual character. Client 1101 also restores and displays the second virtual character next to the position of the first virtual character in response to receiving a departure notification from server 1102. At this point, the second virtual character has left the association with the first virtual character. However, server 1102 generates and sends the departure request only after successfully verifying the departure request.
[0168] 18. Client 1103 switches back from the first virtual environment screen to the second virtual environment screen and displays it.
[0169] As described above, when the character state of the first virtual character satisfies predetermined conditions, it is shown that the first virtual character has the ability to accompany other virtual characters. When the second virtual character moves within a predetermined range of the first virtual character, the first virtual character achieves the objective of accompanying the second virtual character without using a virtual vehicle, thereby avoiding the problem of the constraint that virtual characters cannot be accompanied without relying on a virtual vehicle, and effectively improving the convenience and efficiency of operation. Furthermore, in scenes where the second virtual character needs to hide from an enemy virtual character, by adopting the technical solution provided in this application, the second virtual character can hide behind the first virtual character, eliminating the need to search for virtual buildings or obstacles to hide behind, thus further improving the convenience and efficiency of operation.
[0170] Next, an example of an apparatus used to carry out the method embodiment of the present application will be described. For details not disclosed in the apparatus embodiments of this application, please refer to the method embodiments of this application.
[0171] Please refer to Figure 12, which shows a block diagram of a virtual character control device provided in one embodiment of the present invention. The device has functions for realizing the above example method. These functions may be realized by hardware or by running appropriate software on hardware. The device may be a terminal device as described above, or it may be installed within a terminal device. As shown in Figure 12, the device 1200 includes an environment screen display module 1201, a hint information display module 1202, and a virtual character display module 1203.
[0172] The environment screen display module 1201 is used to display the first virtual environment screen, which is a screen showing the virtual environment as observed from the first viewpoint of the first virtual character.
[0173] The hint information display module 1202 is used to display hint information indicating that the first virtual character has the ability to accompany other virtual characters, in response to the character state of the first virtual character satisfying predetermined conditions.
[0174] The virtual character display module 1203 is used to erase the display of the second virtual character in response to the second virtual character being within a predetermined range of the first virtual character, and the position of the erased second virtual character changes in accordance with the position of the first virtual character.
[0175] In some embodiments, the virtual character display module 1203 is used to erase the display of the second virtual character in response to the second virtual character moving into the shadow of the first virtual character.
[0176] In some embodiments, the virtual character display module 1203 is used to detect a collision event occurring between a collision object located within a predetermined range and a collision object of the second virtual character, to send the collision event to the server, and to erase the display of the second virtual character in response to receiving an accompanying notification from the server. However, the accompanying notification is generated when the server receives an accompanying request from a client corresponding to the second virtual character, and the accompanying request is used to request that the second virtual character be accompanied by the first virtual character.
[0177] In some embodiments, the model of the second virtual character is hidden within the model of the first virtual character, or the model of the second virtual character is hidden within the shadow of the first virtual character, or the model of the second virtual character is hidden within the hint information.
[0178] In some embodiments, the second virtual character, whose display has been erased, shares the first viewpoint with the first virtual character.
[0179] In some embodiments, the hint information display module 1202 is used to obtain the shadow area corresponding to the shadow of the first virtual character when the first virtual item satisfies a trigger condition, in response to receiving an operation to control the first virtual character and cause it to use the first virtual item. However, if the character state of the first virtual character reaches the predetermined state, including the first virtual character using the first virtual item, and the shadow area is greater than or equal to a first threshold, the hint information is displayed on the shadow of the first virtual character.
[0180] In some embodiments, the hint information display module 1202 further refrains from displaying the hint information if the shadow area is greater than or equal to the first threshold and the first virtual character is in a first state. However, the first state includes at least one of the following: fallen, inside a virtual vehicle, climbing, rescue, and virtual life value of 0.
[0181] In some embodiments, the virtual character display module 1203 is further used to restore and display the second virtual character next to the position of the first virtual character if the remaining validity time of the first virtual item used by the first virtual character is 0. However, the character state of the first virtual character reaching the predetermined state includes the first virtual character using the first virtual item. Alternatively, if the client corresponding to the second virtual character issues a withdrawal request, the second virtual character is restored and displayed next to the position of the first virtual character. Alternatively, if the first virtual character enters a second state, the second virtual character is restored and displayed next to the position of the first virtual character. The second state includes a state where virtual health is 0, a defeated state, and an injured state. Alternatively, if the shadow of the first virtual character disappears, the second virtual character is restored and displayed next to the position of the first virtual character.
[0182] In some embodiments, the apparatus 1200 further includes a shadow area acquisition module and a display time determination module (not shown).
[0183] The shadow area acquisition module is used to acquire the shadow area of the shadow when the first virtual item is used.
[0184] The display time determination module is used to determine the display time of the hint information based on the shadow area. The display time of the hint information shows a positive correlation with the shadow area.
[0185] In some embodiments, the apparatus 1200 further includes a first ratio acquisition module (not shown).
[0186] The first ratio acquisition module is used to acquire a first ratio between the model area of the second virtual character and the model area of the first virtual character.
[0187] The display time determination module is used to determine the display time of the hint information based on the first ratio and the shadow area. The display time of the hint information shows a positive correlation with the first ratio and a positive correlation with the shadow area.
[0188] In some embodiments, the hint information display module 1202 is further used to erase the display of the hint information when the conditions for the hint information to disappear are met, and the virtual character display module 1203 is used to prevent the display of the third virtual character from being erased in response to the third virtual character moving into the shadow of the first virtual character.
[0189] As described above, when the character state of the first virtual character satisfies predetermined conditions, it is shown that the first virtual character has the ability to accompany other virtual characters. When the second virtual character moves within a predetermined range of the first virtual character, the first virtual character achieves the objective of accompanying the second virtual character without using a virtual vehicle, thereby avoiding the problem of the constraint that virtual characters cannot be accompanied without relying on a virtual vehicle, and effectively improving the convenience and efficiency of operation. Furthermore, in scenes where the second virtual character needs to hide from an enemy virtual character, by adopting the technical solution provided in this application, the second virtual character can hide behind the first virtual character, eliminating the need to search for virtual buildings or obstacles to hide behind, thus further improving the convenience and efficiency of operation.
[0190] Please refer to Figure 13, which shows a block diagram of a virtual character control device provided in one embodiment of the present invention. The device has functions for realizing the above example method. These functions may be realized by hardware or by running appropriate software on hardware. The device may be a terminal device as described above, or it may be installed within a terminal device. As shown in Figure 13, the device 1300 includes an environment screen display module 1301, a virtual character display module 1302, and an environment screen update module 1303.
[0191] The environment screen display module 1301 is used to display the second virtual environment screen, which is a screen showing the virtual environment as observed from the second viewpoint of the second virtual character.
[0192] The virtual character display module 1302 is used to update and display the second virtual environment screen in response to the second virtual character moving within a predetermined range of the first virtual character when hint information is displayed. The position of the second virtual character, whose display has been erased in the virtual environment, changes in accordance with the position of the first virtual character.
[0193] In some embodiments, the virtual character display module 1302 is used to switch the second virtual environment screen to the first virtual environment screen, which is a screen showing the virtual environment as observed from the first viewpoint of the first virtual character, and to update and display the first virtual environment screen based on the position change of the first virtual character.
[0194] In some embodiments, the virtual character display module 1302 is used to display an additional first widget in response to the second virtual character moving into the shadow of the first virtual character, to send an accompanying request to the server in response to an operation that triggers the first widget, to request that the second virtual character accompany the first virtual character, and to update and display the second virtual environment screen in response to receiving an accompanying notification from the server.
[0195] In some embodiments, the model of the second virtual character is hidden within the model of the first virtual character, or the model of the second virtual character is hidden within the shadow of the first virtual character, or the model of the second virtual character is hidden within the hint information.
[0196] In some embodiments, the device 1300 further includes a second widget display module and an exit request generation module (not shown).
[0197] The second widget display module is used to display the second widget.
[0198] The detach request generation module is used to send a detach request to the server to request detachment from the first virtual character in response to an operation that triggers the second widget.
[0199] The virtual character display module 1302, in response to an operation that triggers the second widget, sends a departure request to the server to request departure from the first virtual character, and in response to receiving a departure notification from the server, displays the second virtual environment screen in which the second virtual character observed the virtual environment from the second viewpoint. However, the second virtual character is restored and displayed next to the position of the first virtual character.
[0200] As described above, when the character state of the first virtual character satisfies predetermined conditions, it is shown that the first virtual character has the ability to accompany other virtual characters. When the second virtual character moves within a predetermined range of the first virtual character, the first virtual character achieves the objective of accompanying the second virtual character without using a virtual vehicle, thereby avoiding the problem of the constraint that virtual characters cannot be accompanied without relying on a virtual vehicle, and effectively improving the convenience and efficiency of operation. Furthermore, in scenes where the second virtual character needs to hide from an enemy virtual character, by adopting the technical solution provided in this application, the second virtual character can hide behind the first virtual character, eliminating the need to search for virtual buildings or obstacles to hide behind, thus further improving the convenience and efficiency of operation.
[0201] To elaborate, while the above embodiment describes an example where the device performs its functions using the respective functional modules described above, in actual operation, the functions may be divided and performed by different functional modules as needed. That is, the internal structure of the device may be divided into different functional modules to perform all or part of the functions described above. Furthermore, since the device embodiment provided in the above embodiment belongs to the same concept as the method embodiment, the specific implementation process should be referred to the method embodiment and will not be explained again here.
[0202] Please refer to Figure 14, which shows a structural block diagram of a terminal device provided in one embodiment of the present invention. The terminal device 1400 is used to implement the virtual character control method provided in the above embodiment. The terminal device 1400 may be terminal device 10 in the control system shown in Figure 1. Specifically, the terminal device 1400 usually includes a processor 1401 and memory 1402.
[0203] Optionally, the processor 1401 may include one or more processor cores, such as a 4-core processor or an 8-core processor. The processor 1401 can be implemented in at least one hardware form from among DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Optionally, the memory 1402 may include one or more computer-readable storage media. These computer-readable storage media may be non-temporary. The memory 1402 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash storage devices. In some embodiments, a non-temporary computer-readable storage medium in memory 1402 is used to store a computer program, and the computer program is configured and executed by one or more processors to realize the method of controlling the virtual character.
[0204] In some embodiments, the terminal device 1400 may further optionally include a peripheral device interface 1403 and at least one peripheral device. The processor 1401, memory 1402, and peripheral device interface 1403 may be connected via a bus or signal lines. Each peripheral device is connected to the peripheral device interface 1403 via a bus, signal lines, or electronic circuit board. Specifically, the peripheral device includes at least one of an RF circuit 1404, a display 1405, an audio circuit 1406, and a power supply 1407.
[0205] As those skilled in the art will understand, the structure shown in Figure 14 is not limited to terminal equipment 1400, and may include more or fewer components than those shown, or any combination of components, or the arrangement of components may differ.
[0206] In some embodiments, a computer-readable storage medium is further provided. A computer program is stored in the storage medium, and when the computer program is executed by a processor, the virtual character control method is realized. In some exemplary embodiments, a computer program product is further provided. The computer program product includes a computer program, which is stored in a computer-readable storage medium. The processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, thereby causing the terminal device to perform the virtual character control method.
[0207] To elaborate, in this embodiment, before and during the collection of user-related data, a prompt interface, pop-up window, or audio prompt information is displayed to inform the user that relevant data is currently being collected. Only after obtaining confirmation from the user via the prompt interface or pop-up window does the execution of the relevant steps for acquiring user-related data begin. Otherwise (i.e., if confirmation from the user via the prompt interface or pop-up window is not obtained), the relevant steps for acquiring user-related data are terminated, and the user-related data is not acquired. In other words, all user data collected in this application is handled in strict compliance with the laws and regulations of the relevant countries, with informed consent or individual agreement obtained from the data subject, and is collected only under circumstances where the user has consented and authenticated. Subsequent data use and processing activities are carried out within the scope of laws, regulations, and authentication of the data subject. Furthermore, the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the virtual environment, virtual characters, virtual items, and operations related to this application are all acquired under fully authenticated circumstances.
[0208] In this specification, "plural" refers to two or more things. "And / or" indicates a relationship between related objects, and there are three types of relationships. For example, "A and / or B" indicates three types of situations: a situation where only A exists, a situation where A and B exist simultaneously, and a situation where only B exists. The symbol " / " generally indicates that the objects before and after it are in an "or" relationship. The step numbers described herein are merely illustrative examples of possible execution orders between steps. In some other embodiments, the steps may be executed in a different order than shown in the diagram, for example, by executing two steps of different numbers simultaneously or by executing two steps of different numbers in the reverse order shown in the diagram. This invention is not limited to this.
[0209] The foregoing are merely illustrative examples of the present application and do not limit it. Any modifications, equivalent substitutions, improvements, etc., made in the spirit and principles of the present application are all included within the scope of protection.
Claims
1. A method for controlling a virtual character, which is performed by a computer device, The first step is to display the first virtual environment screen, which is a screen showing the virtual environment as observed from the first viewpoint of the first virtual character. The steps include: displaying hint information indicating that the first virtual character has the ability to accompany other virtual characters in response to the character state of the first virtual character satisfying predetermined conditions; The step of clearing the display of the second virtual character in response that the second virtual character is within a predetermined range of the first virtual character, The position of the second virtual character whose display has been erased changes in accordance with the position of the first virtual character. A method for controlling virtual characters.
2. The step of clearing the display of the second virtual character in response to the second virtual character being within a predetermined range of the first virtual character is, The step of clearing the display of the second virtual character in response to the second virtual character moving into the shadow of the first virtual character, A method for controlling a virtual character according to claim 1.
3. The step of clearing the display of the second virtual character in response to the second virtual character being within a predetermined range of the first virtual character is, When a collision event is detected between the collision object positioned within the predetermined range and the collision object of the second virtual character, the collision event is transmitted to the server. The step of clearing the display of the second virtual character in response to receiving a notification of association from the server, The accompanying notification is generated when the server receives an accompanying request from a client corresponding to the second virtual character, and the accompanying request is used to request that the second virtual character be accompanied by the first virtual character. A method for controlling a virtual character according to claim 1 or 2.
4. The model of the second virtual character is hidden within the model of the first virtual character. or The model of the second virtual character is hidden in the shadow of the first virtual character. or The model of the second virtual character is hidden within the hint information. A method for controlling a virtual character according to any one of claims 1 to 3.
5. The second virtual character, whose display has been erased, shares the first viewpoint with the first virtual character. A method for controlling a virtual character according to any one of claims 1 to 4.
6. The step of displaying hint information in response to the character state of the first virtual character satisfying predetermined conditions is: In response to receiving an operation to control the first virtual character and cause it to use the first virtual item, if the first virtual item satisfies a trigger condition, the step of obtaining the shadow area corresponding to the shadow of the first virtual character, wherein the character state of the first virtual character reaching the predetermined state includes the first virtual character using the first virtual item, The step of displaying the hint information on the shadow of the first virtual character if the shadow area is greater than or equal to a first threshold, is included. A method for controlling a virtual character according to any one of claims 1 to 5.
7. The control method for the virtual character further includes: If the shadow area is greater than or equal to the first threshold, and the first virtual character is in the first state, the step of not displaying the hint information is included. The first state includes at least one of the following: being knocked down, being inside a virtual vehicle, climbing, being rescued, and having a virtual life value of 0. A method for controlling a virtual character according to claim 6.
8. In response to the second virtual character being within a predetermined range of the first virtual character, after the step of clearing the display of the second virtual character, further, If the remaining validity time of the first virtual item used by the first virtual character is 0, the second virtual character is restored and displayed next to the position of the first virtual character, wherein the character state of the first virtual character has reached the predetermined state, including the first virtual character having used the first virtual item. or If the client corresponding to the second virtual character issues a withdrawal request, the second virtual character is restored and displayed next to the position of the first virtual character. or If the first virtual character enters a second state which includes at least one of the following states: a state where virtual health value is 0, a state where the character is defeated, or a state where the character is injured, the second virtual character is restored and displayed next to the position of the first virtual character. or The step of, if the shadow of the first virtual character disappears, restoring and displaying the second virtual character next to the position of the first virtual character, A method for controlling a virtual character according to any one of claims 1 to 7.
9. The control method for the virtual character further includes: The steps include obtaining the shadow area corresponding to the shadow of the first virtual character, The step includes determining the display time of the hint information based on the shadow area, The display time of the hint information shows a positive correlation with the shadow area. A method for controlling a virtual character according to any one of claims 1 to 8.
10. The control method for the virtual character further includes: A step of obtaining a first ratio between the model area of the second virtual character and the model area of the first virtual character, The steps include determining the display time of the hint information based on the first ratio and the shadow area, The display time of the hint information shows a positive correlation with the first ratio and also shows a positive correlation with the shadow area. A method for controlling a virtual character according to claim 9.
11. After the above step of displaying hint information, further, If the conditions for the disappearance of the hint information are met, the step is to erase the display of the hint information. The step of not erasing the display of the third virtual character in response to the third virtual character moving into the shadow of the first virtual character, includes: A method for controlling a virtual character according to any one of claims 1 to 10.
12. A method for controlling a virtual character, which is performed by a computer device, The steps include: displaying the second virtual environment screen, which is a screen showing the virtual environment from the second viewpoint of the second virtual character; The process includes, if hint information is displayed indicating that the first virtual character has the ability to bring other virtual characters along, updating and displaying the second virtual environment screen in response to the second virtual character moving within a predetermined range of the first virtual character, In the virtual environment, the position of the second virtual character whose display has been erased changes in accordance with the position of the first virtual character. A method for controlling virtual characters.
13. The step of updating and displaying the second virtual environment screen is: The steps include switching the second virtual environment screen to the first virtual environment screen, which is a screen showing the virtual environment as observed from the first viewpoint of the first virtual character, and displaying it; The step of updating and displaying the first virtual environment screen based on the position change of the first virtual character includes: A method for controlling a virtual character according to claim 12.
14. The step of updating and displaying the second virtual environment screen in response to the second virtual character moving within a predetermined range of the first virtual character is as follows: The steps include: displaying an additional first widget in response to the second virtual character moving into the shadow of the first virtual character; The steps include sending an accompanying request to the server to request the accompanying of the second virtual character to the first virtual character in response to an operation that triggers the first widget, The process includes the step of updating and displaying the second virtual environment screen in response to receiving a notification from the server. A method for controlling a virtual character according to claim 12 or 13.
15. After the step of updating and displaying the second virtual environment screen, further, The steps include displaying the second widget and The steps include sending a detachment request to the server to request detachment from the first virtual character in response to an operation that triggers the second widget, In response to receiving a departure notification from the server, the second virtual character displays the second virtual environment screen, which shows the virtual environment as observed from the second viewpoint, wherein the second virtual character is restored and displayed next to the position of the first virtual character. A method for controlling a virtual character according to any one of claims 12 to 14.
16. An environment screen display module for displaying the first virtual environment screen, which is a screen showing the virtual environment as observed from the first viewpoint of the first virtual character, A hint information display module for displaying hint information indicating that the first virtual character has the ability to accompany other virtual characters in response to the character state of the first virtual character satisfying predetermined conditions, Includes a virtual character display module for erasing the display of the second virtual character in response to the second virtual character being within a predetermined range of the first virtual character, The position of the second virtual character whose display has been erased changes in accordance with the position of the first virtual character. A control device for virtual characters.
17. An environment screen display module for displaying the second virtual environment screen, which is a screen showing the virtual environment from the second viewpoint of the second virtual character, If hint information is displayed, the virtual character display module includes a virtual character display module for updating and displaying the second virtual environment screen in response to the second virtual character moving within a predetermined range of the first virtual character, In the virtual environment, the position of the second virtual character whose display has been erased changes in accordance with the position of the first virtual character. A control device for virtual characters.
18. The system includes a processor and memory, the memory storing a computer program, and the processor loads and executes the computer program to realize the virtual character control method described in any one of claims 1 to 11, or the virtual character control method described in any one of claims 12 to 15. Terminal equipment.
19. A computer program is stored, and the computer program is loaded and executed by a processor, thereby realizing the method for controlling a virtual character according to any one of claims 1 to 11, or the method for controlling a virtual character according to any one of claims 12 to 15. Computer-readable storage medium.
20. A computer program product including a computer program, wherein the computer program is stored in a computer-readable storage medium, and a processor reads the computer program from the computer-readable storage medium and executes it, thereby realizing the virtual character control method described in any one of claims 1 to 11, or the virtual character control method described in any one of claims 12 to 15. Computer program products.