Method, apparatus, device, and medium for controlling the movement of a controlled character.

The method and system for controlling character movement in open-world games allow automatic terrain navigation, addressing inefficiencies in player control and enhancing movement speed and smoothness.

JP2026516256APending Publication Date: 2026-05-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2024-04-16
Publication Date
2026-05-20

AI Technical Summary

Technical Problem

Open-world exploration games face challenges in character movement due to large terrains, requiring active player control and inefficient adaptation to various terrains, leading to decreased movement speed and smoothness.

Method used

A method and system that allows a controlled character to enter a special movement state where it automatically navigates terrain objects based on terrain data, reducing player burden and enhancing movement speed and smoothness.

Benefits of technology

Enables the controlled character to adapt to different terrain conditions with a special movement action, improving exploration smoothness and speed, and reducing player operational burden.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method, apparatus, device, and medium for controlling the movement of a controlled character, the method comprising: a step (101) in which the controlled character enters a special movement state in response to an operation on the controlled character, the special movement state being a state in which the controlled character is controlled to automatically pass over terrain objects based on terrain data; a step (102) in which the terrain objects and terrain data of the terrain objects in the virtual scene are determined in response to the controlled character moving within the virtual scene in the special movement state; and a step (103) in which the controlled character is controlled to automatically pass over terrain objects with a special movement action adapted to the terrain data, thereby enabling the controlled character to move automatically with a special movement action adapted to the terrain data, adapting to different terrain conditions, obtaining a relatively fast movement speed, and improving the smoothness of the controlled character's exploration in the open world.
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Description

Cross-reference to Related Applications

[0001] This application claims the priority of a Chinese patent application with an application number of 202310542720.X and a title of "Method, Apparatus, Device, and Medium for Controlling the Movement of a Controlled Character", filed on May 11, 2023, and all the contents of this Chinese patent application are incorporated herein by reference in their entirety.

Technical Field

[0002] The present disclosure relates to the field of game technologies, and particularly to a method, apparatus, device, and medium for controlling the movement of a controlled character.

Background Art

[0003] As games featuring open-world exploration become popular, for example, open-world exploration games of the martial arts genre have terrain that is too large, and thus the requirements for the movement method of the controlled character are increasing.

[0004] In related games, the movement of the controlled character usually needs to be actively controlled by the player. Moreover, with only simple and unified processing, it is difficult to adapt to various terrains, and the movement speed also decreases. Therefore, the exploration of the controlled character in the open world cannot be carried out smoothly.

Summary of the Invention

[0005] In view of the above problems, there is provided a method, apparatus, device, and medium for controlling the movement of a controlled character to overcome or at least partially solve the above problems, including the following.

[0006] A method for controlling the movement of a controlled character, comprising: providing a graphical user interface via an electronic terminal, the electronic terminal displaying a virtual scene and a controlled character located in the virtual scene via the graphical user interface, the method for controlling the movement of a controlled character, the steps of: entering a special movement state in response to an operation on the controlled character, wherein the special movement state is a state in which the controlled character is controlled to automatically pass over terrain objects based on terrain data; determining terrain objects and terrain data of terrain objects in the virtual scene in response to the controlled character moving within the virtual scene in the special movement state; and controlling the controlled character to automatically pass over terrain objects with a special movement operation adapted to the terrain data.

[0007] A control device for a controlled character, comprising: an operation response-special-movement-state transition module configured to enter a special-movement-state in response to an operation on the controlled character, wherein the special-movement-state is a state in which the controlled character is controlled to automatically pass over terrain objects based on terrain data; a terrain object and terrain data determination module configured to determine terrain objects and terrain data in the virtual scene in response to the controlled character moving within the virtual scene in the special-movement-state; and a special-terrain object control module configured to control the controlled character to automatically pass over terrain objects with special-movement-operations adapted to the terrain data.

[0008] An electronic device comprising a processor, memory, and a computer program stored in memory and executable by the processor, wherein when the computer program is executed by the processor, the electronic device realizes the above-described method for controlling the movement of a controlled character.

[0009] A computer-readable storage medium on which a computer program is stored, and which, when the computer program is executed by a processor, enables the above-described method of controlling the movement of a controlled character.

[0010] The embodiments of this disclosure have the following advantages:

[0011] In the embodiments of this disclosure, the controlled character enters a special movement state in response to an operation on the controlled character, which is a state in which the controlled character is controlled to automatically pass over terrain objects based on terrain data. Subsequently, in response to the controlled character moving within the virtual scene in the special movement state, the terrain objects and terrain data of the terrain objects in the virtual scene are determined, and the controlled character is controlled to automatically pass over the terrain objects with a special movement action adapted to the terrain data. This realizes that the controlled character automatically moves with a special movement action adapted to the terrain data, which allows for adaptation to different terrain conditions and the acquisition of a relatively fast movement speed, thereby improving the smoothness of the controlled character's exploration in the open world. [Brief explanation of the drawing]

[0012] Below, in order to more clearly explain the technical proposal related to this disclosure, we will briefly introduce the drawings that are necessary to be used in the description of this disclosure. Note that the drawings in the following description are only a part of some embodiments of this disclosure, and those skilled in the art can obtain other drawings from these drawings without requiring any creative work. [Figure 1]This is a flowchart of the steps of a method for controlling the movement of a controlled character provided in one embodiment of the present disclosure. [Figure 2] This is a schematic diagram of a movement scene provided by one embodiment of the present disclosure. [Figure 3] This is a flowchart of the steps of a method for controlling the movement of another controlled character provided in one embodiment of the present disclosure. [Figure 4a] This is a schematic diagram of another crossover trajectory provided by one embodiment of the present disclosure. [Figure 4b] This is a schematic diagram of another crossover trajectory provided by one embodiment of the present disclosure. [Figure 4c] This is a schematic diagram of a secondary overpass trajectory provided by one embodiment of the present disclosure. [Figure 4d] This is a schematic diagram of a jump-up trajectory provided by one embodiment of the present disclosure. [Figure 4e] This is a schematic diagram of a jump-up trajectory provided by one embodiment of the present disclosure. [Figure 5] This is a flowchart of the steps of a method for controlling the movement of another controlled character provided in one embodiment of the present disclosure. [Figure 6a] This is a schematic diagram of a movement scene provided by one embodiment of the present disclosure. [Figure 6b] This is a schematic diagram of a capsule body provided by one embodiment of the present disclosure. [Figure 6c] This is a schematic diagram of a moving scene 1 provided by one embodiment of the present disclosure. [Figure 6d] This is a schematic diagram of a moving scene 2 provided by one embodiment of the present disclosure. [Figure 6e] This is a schematic diagram of the fusion in the direction of movement provided by one embodiment of the present disclosure. [Figure 6f] This is a schematic diagram of the adjustment of a virtual camera provided by one embodiment of the present disclosure. [Figure 7] This is a block diagram showing the structure of a control device for moving a controlled character provided by one embodiment of the present disclosure. [Modes for carrying out the invention]

[0013] Hereinafter, to make the objectives, features, and advantages of the present disclosure clearer, the present disclosure will be described in more detail with reference to the drawings and specific embodiments. It should be noted that the described embodiments are merely some embodiments of the present disclosure, not all embodiments. All other embodiments obtained by those skilled in the art based on the embodiments of the present disclosure without creative labor belong to the protection scope of the present disclosure.

[0014] Referring to FIG. 1, a flowchart of the steps of a method for controlling the movement of a controlled character provided by an embodiment of the present disclosure is shown. A graphical user interface is provided via an electronic terminal, and the electronic terminal displays a virtual scene and a controlled character located in the virtual scene via the graphical user interface.

[0015] Specifically, it can include the following steps.

[0016] In step 101, in response to an operation on the controlled character, enter a special move state, where the special move state is a state in which the controlled character is automatically controlled to pass through terrain objects based on terrain data.

[0017] In an open-world exploration game, for example, in an open-world exploration game of the martial arts genre, since the terrain is too large, when the controlled character needs to move at high speed (when running at high speed) or explore in the vertical space, a special move state can be set. For example, the special move state may be a move state corresponding to the skill of flying over walls, and high-speed movement and exploration in the vertical space can be realized.

[0018] During the execution of the game, it is possible to monitor whether the player triggers a specified key. For example, when the player long-presses the ctrl key and it is monitored that the player has triggered the specified key, the special move state can be entered.

[0019] For controlled characters, a basic movement state and a special movement state can be set. In the basic movement state, the player must control all of the controlled character's movement operations, while in the special movement state, the player can only control the controlled character's direction of movement. For other actions such as the controlled character passing through terrain objects, the game application can automatically control the controlled character based on terrain data in the virtual scene. Specifically, when the controlled character is in the basic movement state, the player must control the controlled character's direction of movement and movement actions (run, jump, crawl, etc.). When the controlled character is in the special movement state, the player only needs to control the controlled character's direction of movement, and the terminal can automatically control the controlled character to move with movement actions adapted to the terrain data based on the terrain data in the controlled character's direction of movement in the virtual scene. As can be seen from the comparison, in the basic movement state, the player needs to input many control operations to move the controlled character, and avoiding obstacles depends on the player's subjective decision-making, placing a heavy burden on the player. In contrast, in the special movement state, the player only needs to control the direction of movement of the controlled character, and other movement controls may be automatically controlled by the terminal based on terrain data, significantly reducing the burden on the player. For example, if the controlled character needs to climb over a mountain, in the basic movement state the player needs to control the direction of movement of the controlled character, climbing actions, and climbing timing, but in the special movement state the player only needs to control the direction of movement of the controlled character, and climbing actions and climbing timing may be performed by the terminal.

[0020] Furthermore, regarding the basic movement state and the special movement state, from the perspective of player operation, the burden on the player can be effectively reduced. From the perspective of game expression, the controlled character in the special movement state can move faster within the virtual scene than in the basic movement state. In addition, when encountering an obstacle in the virtual scene, the character will automatically avoid the obstacle, perform a corresponding action during the movement process, and add corresponding action effects to enhance the smoothness of movement and the visual expression.

[0021] In the game, for a controlled character in the basic movement state, the player can input commands for the controlled character on the terminal to put it into a special movement state, thereby simplifying the movement control of the controlled character in the game and improving the movement speed of the virtual character. Here, the virtual scene includes different terrains, and the terrain object where the controlled character is located when it enters the special movement state may be different. Therefore, when the controlled character enters the special movement state from a different terrain object, the controlled character can perform different actions. Specifically, when the controlled character moves horizontally across terrain objects (i.e., ground movement), the basic movement state may include walk, run, dash, etc., each corresponding to a different action and a different movement speed. When entering the special movement state, the controlled character can move at a faster speed than dashing, but this disclosure is not limited to this.

[0022] The system allows for the placement of corresponding detection nodes within a game application, which detect game parameters related to the execution process of the game application. If these detection nodes detect that certain conditions are met, they execute corresponding events and control the controlled character to perform corresponding actions.

[0023] In concrete implementation, a state trigger node corresponding to the special movement state can be placed. When the player controls the controlled character to move from the basic movement state to the special movement state, the terminal can switch the trigger node for this state from 0 to 1 and control the controlled character to enter the special movement state. Simultaneously, for the controlled character, in the basic movement state, the corresponding basic movement node corresponds to events such as "walk," "run," and "dash." After entering the special movement state, by switching the event corresponding to the basic movement node to the "special movement" event, the controlled character can be controlled to move within the virtual scene with movement actions corresponding to the special movement state. Furthermore, during the process of moving in the special movement state, the terminal can set the posture control node corresponding to the controlled character to the ON state, thereby controlling the controlled character's body to tilt forward by a predetermined angle. This simulates the posture of corresponding body parts when the controlled character moves rapidly, improving the realism of the controlled character's movement.

[0024] In one selectable embodiment, when the controlled character moves horizontally across terrain objects in the virtual scene in the basic movement state, the terminal can enter a special movement state in response to the operation on the controlled character. The basic movement state is a state in which the controlled character is controlled to move based on the player's operation on the controlled character. Subsequently, the terminal can control the controlled character to move horizontally across terrain objects in the virtual scene in the special movement state, and the movement speed corresponding to the special movement state is greater than the movement speed corresponding to the basic movement state.

[0025] In other selectable embodiments, when the controlled character is in the air, the terminal can respond to operations on the controlled character, for example, by controlling the movement state of the controlled character using pre-configured physical buttons or virtual controls (for example, a button on the keyboard may be a control key that triggers the controlled character to enter a special movement state, or a corresponding trigger control may be set in the graphical user interface to control the controlled character to enter a special movement state), thereby causing the controlled character to enter a special movement state and to control the controlled character to perform a dash in the direction of movement. For a controlled character in the air, there are at least two situations in the process of entering a special movement state and performing a dash in the direction of movement.

[0026] In the first case, after the dash action is completed, there are no vertical terrain objects in the direction of movement of the controlled character that would obstruct its normal horizontal movement. In such a case, after the dash action is completed, the controlled character can fall from the air onto a horizontal terrain object with constant acceleration, and after landing, move on the horizontal terrain object with an action corresponding to the special move state.

[0027] In the second case, during the process in which the controlled character performs a dash, the terminal controls the controlled character to move from the air to the vertical terrain object in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of movement. This allows the player to control the controlled character to move more flexibly and reduce the burden on the player by controlling the controlled character to enter a special movement state while in the air.

[0028] As an example of a client game, the player can control the controlled character using a mouse or keyboard. Assuming that the controlled character's movement is controlled by the Ctrl key on the keyboard, in the game, if the player is not touching the Ctrl key, the controlled character's movement is controlled by the directional keys on the keyboard or pre-set directional keys (W for forward movement, A for left movement, S for backward movement, D for right movement), and in this case, the controlled character moves in its basic movement state. If the player presses the Ctrl key (single click or long press), the controlled character's movement speed on horizontal terrain objects can be increased, and if the terminal detects that a vertical terrain object that satisfies pre-set climbing conditions exists in the direction of the controlled character's movement, the terminal can control the controlled character to automatically move from the horizontal terrain object to the vertical terrain object.

[0029] In one example, referring to Figure 2, a schematic diagram of a movement scene provided by an embodiment of the present disclosure is shown. Here, (1) when the controlled character moves to the ground (i.e., a horizontal terrain object) in a special movement state, a wall surface (i.e., a vertical terrain object) exists corresponding to the direction of movement, and this wall surface satisfies the climbing conditions, the movement trajectory of the controlled character moving from the ground to the wall surface is shown. (2) The controlled character receives a command to transition to a special movement state in the air, enters the special movement state, dashes forward, and detects that a wall surface (i.e., a vertical terrain object) exists corresponding to the direction of the dash and that this wall surface satisfies the climbing conditions, the movement trajectory of the controlled character moving from the air to the wall surface is shown. Furthermore, if a controlled character dashes in the air and no wall meeting the conditions is detected, the character can move in a special movement state after landing. If a wall is detected again, the character will transition to the wall according to process (1). If the controlled character, in the special movement state, encounters a vertical terrain object during its movement, the terminal can control it to automatically move to the vertical terrain object. This eliminates the need for the player to judge the timing of "wall transition" and to input control operations corresponding to "wall transition," significantly reducing the player's operational burden.

[0030] Optionally, in the second case above, if the controlled character is in a basic movement state, the player must wait for the controlled character to fall onto a horizontal terrain object, then trigger a movement control to control the controlled character to move to the corresponding vertical terrain object, and then either have the controlled character climb onto the vertical terrain object with the corresponding climbing action, or trigger a jump control to have the virtual object jump over the vertical terrain object with the corresponding jump action. On the other hand, when the controlled character is in the air, if the player presses a movement state control key (or movement state control, such as the Ctrl key or a corresponding virtual control) while maintaining a trigger on the movement stick (or movement control key), the controlled character will be controlled to enter a special movement state. In this special movement state, the controlled character will perform a corresponding dash action in the air to approach a vertical terrain object, and if it detects that it has approached a vertical terrain object and the conditions are met, it will move directly from the air to the vertical terrain object, and the dash action and the "wall transition" action can be performed sequentially, simplifying the player's operation, reducing the burden on the player, and improving the sense of immersion in the game when the player controls the movement of the controlled character in the virtual scene.

[0031] In concrete implementation, when the controlled character enters a special movement state from the air and detects the presence of a vertical terrain object that satisfies climbing conditions in the direction of movement, the terminal can control the controlled character to perform a dash to move to a first detection point corresponding to the vertical terrain object, control the controlled character to perform a jump to move from the first detection point to the vertical terrain object, and also control the controlled character to move along the vertical surface of the vertical terrain object. Here, the first detection point may be a jump point when moving from the air to the vertical terrain object. When the controlled character performs a dash, if it detects the presence of a vertical terrain object in the direction of movement and the vertical terrain object satisfies climbing conditions, the terminal selects the first detection point from the direction of movement of the controlled character, and then, when the controlled character performs a dash to move to the first detection point, the terminal is triggered to control the controlled character to move from the first detection point to the vertical terrain object, thereby realizing displacement between the air and the vertical terrain object.

[0032] In one example, a controlled character in the air may include a controlled character in a jumping state and a controlled character that has fallen from a height. In such cases, the air detection node can determine whether the controlled character is in the air, and can also determine what animation the controlled character will choose after entering a special movement state, which may include animations of transitioning to a wall in the air and animations of transitioning from the ground to a wall after landing in the air.

[0033] Furthermore, for terrain data detection, the terminal emits multiple first radiations in the direction of movement of the controlled character, and emits second radiations in predetermined directions from multiple positions along the first radiations. The second radiations can then detect the position information of terrain objects within a predetermined distance in the direction of movement of the controlled character. If the terminal detects, based on the radiation detection method, that a vertical terrain object satisfying climbing conditions exists within 1 meter of the direction of movement of the controlled character, it triggers an event to move from the air to the vertical terrain object. The terminal can then control the controlled character to perform the corresponding action to move from the air to the vertical terrain object.

[0034] Selectively, after the controlled character has moved to a vertical terrain object, the terminal can similarly continue to detect terrain data for the vertical terrain object. Specifically, the terminal emits multiple first rays in the direction of movement of the controlled character, and second rays from multiple positions in the first rays in predetermined directions. The second rays detect the position information of the vertical plane of the vertical terrain object within a predetermined distance in the direction of movement of the controlled character, thereby obtaining terrain data corresponding to the vertical terrain object. Subsequently, the terminal can control the controlled character to move the vertical terrain object based on the terrain data.

[0035] In step 102, in response to the controlled character moving within the virtual scene in a special movement state, terrain objects and their terrain data are determined within the virtual scene.

[0036] After entering the special movement state, the system can automatically detect the virtual scene in which the controlled character is located during the character's movement process. This includes detecting obstacles in front of the character and detecting terrain, and furthermore, it can determine terrain objects and their terrain data within the virtual scene.

[0037] In step 103, the controlled character is controlled to automatically pass through terrain objects using a special movement action adapted to the terrain data.

[0038] To adapt to different terrain conditions in the virtual scene, multiple special movement actions can be set in the special movement state. These special movement actions can be set depending on whether the controlled character moves primarily horizontally or vertically in the virtual scene, for example, ground movement, wall movement, and water movement. Here, ground movement means moving primarily horizontally (and temporarily vertically depending on the presence of obstacles), i.e., moving on the ground; wall movement means moving vertically, i.e., moving on walls; and water movement may be a special type of ground movement, i.e., moving on the water (it is possible to move vertically on the water surface as well, for example, by jumping on the water surface and achieving light footwork on water in martial arts).

[0039] Whether moving horizontally or vertically, different terrains and obstacles exist. To avoid obstacles and adapt to the terrain for high-speed movement, different special movement actions can be set according to the different terrain conditions. Different special movement actions result in different movement actions for the controlled character and corresponding animations.

[0040] During the movement of the controlled character, the terrain conditions of the virtual environment in which it is located are detected in real time. For example, depending on whether the controlled character moves vertically, horizontally, or is located on water, a special movement action adapted to the terrain data is determined, and the controlled character is controlled to automatically pass through terrain objects. This enables high-speed movement adapted to different terrain conditions, further improving the smoothness of the controlled character's exploration in the open world. In addition, different target movement animations can be displayed depending on the target movement strategy, further enriching the expression of movement and enabling more special effects.

[0041] Furthermore, since the main role of the special ability movement state is to facilitate high-speed movement for the controlled character, once the character enters the special ability movement state, controlling the controlled character to enter different movement actions during the movement process is automatically triggered according to the terrain conditions and does not require user intervention.

[0042] In the embodiments of this disclosure, the controlled character enters a special movement state in response to an operation on the controlled character, which is a state in which the controlled character is controlled to automatically pass through terrain objects based on terrain data. Subsequently, in response to the controlled character moving within the virtual scene in the special movement state, the terrain objects and the terrain data of the terrain objects in the virtual scene are determined, thereby controlling the controlled character to automatically pass through terrain objects with a special movement action adapted to the terrain data, and controlling the controlled character to automatically move with a special movement action adapted to the terrain data. This enables adaptation to different terrain conditions and the acquisition of a relatively fast movement speed, improving the smoothness of the controlled character's exploration in the open world.

[0043] In open-world games, the controlled character's state can be divided into a standing / waiting state and a moving state, depending on whether or not the controlled character's position changes. Here, when the controlled character is in the standing / waiting state, the controlled character's position does not change, and when the controlled character is in the moving state, the controlled character's position changes.

[0044] The movement state of the controlled character may be divided into a basic movement state and a special movement state by the movement logic. Here, when the controlled character is in the basic movement state, the first movement logic of the controlled character is as follows: When an obstacle exists in front of the controlled character during movement, if the player does not intervene in the controlled character's movement, the controlled character will be blocked by the obstacle and stop moving. If the player intervenes in the controlled character's movement, the player can control the controlled character to pass through the obstacle by performing actions based on experience. When the controlled character is in the special movement state, the second movement logic of the controlled character is as follows: Based on the terrain data of the controlled character's surrounding environment, the controlled character is controlled to automatically pass through terrain objects. For example, if the terrain object is a horizontal terrain object, when an obstacle exists, the controlled character can automatically pass over or on the surface of the obstacle without relying on player operation. Here, the horizontal terrain object may be a ground terrain object or a water surface terrain object.

[0045] In the embodiments of this disclosure, the obstacle may be an obstacle protruding from a lateral terrain object, such as a low building within a predetermined height. The obstacle may also be a terrain object.

[0046] For example, if the ground surface may have different topographical features due to the uplift of soil or stones, and the ground level at the current location of the controlled character is lower than the ground level in front of it, and the height difference satisfies pre-defined conditions, then the ground object in front can be considered an obstacle at the controlled character's current position.

[0047] In another example, if the controlled character is in front of the water surface, the water surface object can be considered an obstacle to the controlled character. When the controlled character is in its basic movement state and the player does not intervene, the controlled character will move from the ground to the water surface, and the controlled character can pass over water surface objects in a specific movement posture on the water surface, which can be specifically represented as the controlled character's swimming posture underwater. When the controlled character is in a special movement state, the controlled character can automatically pass over water surface terrain.

[0048] In the embodiments of this disclosure, the water surface object may refer not only to water surface objects such as lakes and streams in a virtual game, but also to puddles and the like. The water surface object in the embodiments of this disclosure may also include terrain objects such as swamps and wetlands that have attributes similar to water.

[0049] In one example, the basic movement state may be divided into a first basic movement state and a second basic movement state based on differences in movement speed and posture. When the controlled character moves over terrain objects and does not need to overcome obstacles (i.e., blockages), the movement speed and posture of the special movement state will differ from those of the basic movement state. If we arrange the movement speeds of the basic movement state and the special movement state in order from smallest to largest, we get: First basic movement state < Second basic movement state < Special movement state.

[0050] In the embodiments of this disclosure, in the special movement state, obstacles in the lateral terrain data can be passed over based on the terrain data, allowing the player to overcome obstacles more quickly than when the player overcomes obstacles based on their own experience, thereby enhancing the player's game experience.

[0051] Referring to Figure 3, a flowchart of the steps of a method for controlling the movement of a controlled character provided by one embodiment of the present disclosure is shown, which provides a graphical user interface via an electronic terminal, and the electronic terminal displays a virtual scene and a controlled character located in the virtual scene via the graphical user interface.

[0052] Specifically, it could include the following steps:

[0053] In step 301, in response to an operation on the controlled character, the system enters a special movement state, where the system controls the controlled character to pass through terrain objects based on terrain data.

[0054] When the controlled character is in the basic movement state, if the player performs a target operation on the basic movement state, the controlled character can be controlled to switch from the basic movement state to the special movement state. In the special movement state, if the controlled character encounters an obstacle, it can automatically pass through the obstacle.

[0055] Here, "target operation" may refer to a long press operation on a control on an input device. While the player is holding down the control, the controlled character is in a special movement state. When the player moves away from the control, the controlled character exits the special movement state. After exiting the movement state, the controlled character can switch to a basic movement state or a standing standby state.

[0056] In step 302, in response to the controlled character moving on a horizontal terrain object in a special movement state, terrain data of the horizontal terrain object is obtained, where the horizontal terrain object is a ground object or a water surface object. The horizontal terrain object contains one or more obstacles.

[0057] After the controlled character enters a special movement state, the terrain data of the horizontal terrain object can be obtained by monitoring the environment in which the controlled character is located during the process of moving along the horizontal terrain object.

[0058] In some embodiments, terrain data may refer to information about unevenness or changes in terrain objects in the direction of movement of the controlled character (for example, from a ground object to a water surface object, or from a ground object to a vertical terrain object), where the unevenness information may be the unevenness caused by the unevenness of the horizontal terrain object itself, or the unevenness information may be the unevenness formed in the virtual scene by the combination of the horizontal terrain object and other object objects placed on the horizontal terrain object (for example, a table placed on the ground).

[0059] For example, terrain data may include, but is not limited to, the following types:

[0060] Type 1: A first obstacle exists in the direction of movement of the controlled character, where the first obstacle is a convex area in the direction of movement of the controlled character.

[0061] Type 2: A first depression exists in the direction of movement of the controlled character.

[0062] In one example, in the special movement state, terrain data in the direction of movement of the controlled character can be acquired by turning on the first forward-facing detection in the direction of movement of the controlled character. Here, the first forward-facing detection is used to detect whether or not an obstacle exists within a first preset distance in which the controlled character moves forward, and the first preset distance can be set according to the actual detection needs.

[0063] In one embodiment of the present disclosure, the step of acquiring terrain data of a horizontal terrain object includes the step of placing a collision ball in front of the controlled character that moves along with the movement of the controlled character, and detecting obstacles at the location of the collision ball to obtain terrain data.

[0064] In practical applications, collision balls can be placed in the direction of movement of the controlled character, the collision balls can move along with the controlled character, and it is possible to constantly detect whether or not there is an obstacle at the location of the collision balls during the controlled character's movement process, and furthermore, terrain data in the direction of movement can be detected.

[0065] In one embodiment of the present disclosure, the method further includes the steps of obtaining the movement parameters of the controlled character and adjusting the positional relationship between the collision ball and the controlled character based on the movement parameters.

[0066] In practical applications, for example, it is possible to determine the movement parameters of a controlled character, such as movement speed and direction, and furthermore, by adjusting the positional relationship between the collision ball and the controlled character during the controlled character's movement process, terrain data detection in the virtual scene can be performed more effectively.

[0067] In one embodiment of the present disclosure, the method further includes the step of obtaining the movement speed of the controlled character and adjusting the distance between the collision ball and the controlled character based on the magnitude of the movement speed, such that the distance between the collision ball and the controlled character is positively correlated with the magnitude of the movement speed, at least within a set distance range.

[0068] In practical applications, the distance between the collision ball and the controlled character can be adjusted based on the controlled character's movement speed. Specifically, if the controlled character is in a special movement state, the controlled character's movement speed can be obtained, a target distance between the controlled character and the collision ball corresponding to this movement speed can be determined, and the distance between the collision ball and the controlled character can be adjusted based on this target distance.

[0069] Here, the distance between the colliding ball and the controlled character is positively correlated with the magnitude of the movement speed within a set distance range. That is, within the set distance range, the greater the movement speed of the controlled character, the greater the distance between the colliding ball and the controlled character, and the smaller the movement speed of the controlled character, the smaller the distance between the colliding ball and the controlled character.

[0070] For example, the distance threshold can be set from 1 meter to 3 meters. When the movement speed is somewhat low, the distance between the collision ball and the controlled character is fixed at 1 meter. If the movement speed of the controlled character decreases further, the detection distance will not decrease any further. When the movement speed increases to a certain extent, the distance between the collision ball and the controlled character is fixed at 3 meters. If the movement speed of the controlled character increases further, the detection distance will not increase any further.

[0071] In one embodiment of the present disclosure, the step of detecting obstacle information at the location of the colliding ball and obtaining terrain data includes, when it is detected that the colliding ball has collided with a first obstacle, detecting upward along the first obstacle to determine the height information of the first obstacle, and detecting forward along the current direction of movement of the controlled character to determine the width information of the first obstacle.

[0072] In practical applications, after a collision ball detects an obstacle, its height and width can be determined. Specifically, when a collision ball detects an obstacle, its height and width can be determined by detecting the obstacle's surface upwards and in the forward direction of movement.

[0073] In one example, the collision ball can also detect the type of obstacle, which is used to determine whether the obstacle is passable by the controlled object. If it is determined that the obstacle is passable by the controlled object, the system performs a special movement action adapted to the terrain data to control the controlled character so that it passes over or over the horizontal terrain object obstacle.

[0074] For example, in a virtual scene, if a controlled character is in a special movement state on the ground or water surface, the virtual character can only move to the wall, and cannot directly climb over it.

[0075] In step 303, the controlled character is controlled to pass over or over obstacles of horizontal terrain objects using a special movement action adapted to the terrain data.

[0076] After acquiring terrain data, a special movement action adapted to the terrain data is determined, and this special movement action can then selectively pass over or over the surface of horizontal terrain obstacles.

[0077] In one embodiment of the present disclosure, the step of controlling a controlled character to pass over or on the surface of an obstacle of a lateral terrain object using a special movement action adapted to terrain data may include the following substeps:

[0078] The system obtains the character parameters of the controlled character, determines a target special skill movement from multiple candidate special skill movement movements based on terrain data, adjusts the target special skill movement movement based on the character parameters, and controls the controlled character to pass over or on the surface of obstacles in the horizontal terrain objects according to the adjusted target special skill movement movement.

[0079] Here, the character parameter includes at least one of the character step parameter and the character gender parameter.

[0080] In a pre-configured animation library, candidate special skill movement actions corresponding to various terrain data can be pre-set. These candidate special skill movement actions can also serve as special skill movement action templates set for the character. This allows for the determination of the target special skill movement action corresponding to the terrain data after the terrain data has been finalized.

[0081] Candidate special movement actions may be divided into three types: climbing over, jumping up, and jumping down. Different actions can also be set for each of these three types depending on the height.

[0082] For example, a cross-over animation may be divided into four types based on height: CrossLow, CrossMiddle, CrossMidst, and CrossHigh. Each animation has an appropriate height set, and when it is decided to use a cross-over animation, the animation adapted to the height can be determined in the pre-set animations according to the height of the obstacle, and this animation can be executed as the cross-over animation when the controlled character crosses over the obstacle. Here, the height of the cross-over animation is higher than the height of the obstacle.

[0083] The jump-up animation can be divided into three different animations corresponding to different heights. Here, jumps of 0.65m or less are accelerated in frequency compared to the ground running animation in special movement actions, small jumps from 0.65m to 1.5m correspond to step animations, and in actual applications, the jump-up time and frequency can be calculated based on the step parameter of the controlled character. Jumps of 1.5m or more correspond to jump animations.

[0084] The jump-down motion may be divided into acceleration runs, small jump-down animations, 1.8m-4m jump-down animations, 4m-10m jump-down animations, and jumps of 10m or more.

[0085] In practical applications, crossing, jumping up, and jumping down actions can also be animated using different crossing directions for the left and right feet of the controlled character.

[0086] When a first obstacle is detected, the type of movement (which can include climbing over, jumping up, and jumping down) is determined based on the terrain information of the obstacle and the width information of the first dimension parameter. Furthermore, candidate special movement movements (i.e., animations) that match the height information are determined from the corresponding movement type based on the height information. In addition, candidate special movement movements in different climbing directions can be selected based on the state of the left and right feet of the controlled character.

[0087] In actual applications, the special attack movement performed by the controlled character may be a target-specific special attack movement obtained by adaptively adjusting a pre-set candidate special attack movement to match the state of the controlled character itself and the environment in which the controlled character is located.

[0088] Furthermore, in actual applications, by pre-setting different candidate special ability movement actions based on different scenes, the controlled character can perform special abilities. When the character is in a moving state, it can use the appropriate candidate special ability movement action for the scene, enriching the expression of the controlled character's movements in the virtual scene.

[0089] After determining the target special move, the target special move can be adjusted according to the character parameters to obtain a target special move corresponding to the controlled character. Specifically, based on the relative angular position of the controlled character's current step, the step position of the target special move can be matched, the start time of the target special move can be changed, step connections can be achieved, and step disruptions can be avoided. The character gender parameter is used to enable switching between male and female characters.

[0090] In one embodiment of this disclosure, during the process in which the controlled character moves along a horizontal terrain object in a special movement state, the distance between the virtual camera in the virtual scene and the controlled character is increased.

[0091] In practical applications, when a controlled character moves horizontally across terrain objects using a special movement ability, the controlled character's movement speed can be made faster than its movement speed in the basic movement state. The distance between the virtual camera in the virtual scene and the controlled character can be increased to widen the lens's field of view, and the focal length can be adjusted to decrease, making it easier for the player to clearly perceive and manipulate the terrain.

[0092] In one example, the distance between the virtual camera and the controlled character in the virtual scene is increased, and then the virtual camera is controlled to gradually follow the controlled character, thereby enhancing the sense of high-speed movement through the virtual camera's lens.

[0093] In one embodiment of the present disclosure, in the process in which the controlled character moves on a horizontal terrain object in a special movement state, the present embodiment further includes the steps of determining the current angle of the virtual camera in the virtual scene, and if the current angle is the angle of the side of the controlled object, adjusting the current angle of the virtual camera to the angle of the back of the controlled character.

[0094] In practical applications, if the virtual camera is facing the side of the controlled character, the field of view is limited. Therefore, the virtual camera lens can be gradually and automatically directed towards the back of the controlled character to make it easier for the player to control.

[0095] One embodiment of the present disclosure further includes the step of stopping the acquisition of terrain data on a horizontal terrain object when the controlled character is in a turning or stationary state.

[0096] If the controlled character is in a special movement state, it is determined whether the controlled character is turning around or stationary. If the controlled character is turning around or stationary, the acquisition of terrain data for horizontal terrain objects can be stopped.

[0097] In one embodiment of the present disclosure, after acquiring terrain data of a horizontal terrain object, the process of controlling the controlled character to pass over or on the surface of an obstacle of the horizontal terrain object using a special movement action adapted to the terrain data further includes the step of maintaining the movement of the controlled character if it is detected that the controlled character is in the air in response to the controlled character exiting the special movement action state.

[0098] In practical applications, when exiting a special ability movement state, the controlled character may be in a standing, stationary state. If the controlled character exits the special ability movement state and enters a floating state while passing over or on the surface of a horizontal terrain object obstacle, the controlled character can be controlled to fall from the air, i.e., to maintain movement.

[0099] In one embodiment of the present disclosure, during the process in which a controlled character moves a horizontal terrain object in a special movement state, material information is determined by emitting detection radiation along a preset radiation direction, with the controlled character as the radiation emission point, thereby detecting the collision position of the radiation. Based on the material information, the category of the horizontal terrain object is determined, and the category includes at least ground objects and water surface objects.

[0100] Radiation detection allows us to determine whether the area in front of the controlled character's direction of movement is a ground object or a water surface object.

[0101] If terrain data indicates a switch from a ground object to a water surface object, the character can move over or across the water surface using a special movement action adapted to the water surface object.

[0102] In the embodiments of this disclosure, the controlled character enters a special movement state in response to an operation on the controlled character. Here, the special movement state is a state in which the controlled character is controlled to pass through terrain objects based on terrain data. In response to the controlled character moving on a lateral terrain object in the special movement state, the terrain data of the lateral terrain object is acquired. Here, the lateral terrain object is a ground object or a water surface object, and the lateral terrain object includes one or more obstacles. By controlling the controlled character to pass over or on the surface of obstacles in the lateral terrain object with a special movement action adapted to the terrain data, it is possible to achieve passing through obstacles in the lateral terrain data based on the terrain data in the special movement state, which allows the player to overcome obstacles more quickly than when the player overcomes obstacles based on their own experience, thereby enhancing the player's game experience.

[0103] In one embodiment of the present disclosure, the step of controlling a controlled character to pass over or on the surface of an obstacle of a lateral terrain object using a special movement action adapted to terrain data includes the following steps:

[0104] If terrain data indicates that a first obstacle exists in the direction of movement of the controlled character, the first dimension parameter of the first obstacle is determined, and the controlled character is controlled to pass over or on the surface of the first obstacle using a special movement action adapted to the first dimension parameter.

[0105] Here, the first obstacle is a protrusion in front of the controlled character's direction of movement, and this protrusion may be an uneven surface caused by the unevenness of the ground object itself, and the unevenness information may be an uneven surface formed in the virtual scene by the ground object or other objects placed on the water surface (for example, a table placed on the ground or a table placed on the water surface).

[0106] In one example, the special movement towards the first obstacle may be a jumping movement, and this jumping movement may be a movement to get over the first obstacle from above, a jump-up movement to jump onto the first obstacle, and a jump-down movement.

[0107] In one embodiment of the present disclosure, the first dimension parameter includes at least height information and width information of a first obstacle, wherein the width information of the first obstacle is a width along the direction of movement of the controlled character, and the step of controlling the controlled character to pass over or on the surface of the first obstacle with a special movement action adapted to the height information may specifically be the step of controlling the controlled character to jump over the first obstacle from above, in accordance with a jump action adapted to the height information, if the width information is less than a preset width threshold.

[0108] In practical applications, different heights can correspond to different special movement actions. After determining the height information of the first obstacle, an adapted special movement action can be determined according to the height information. Furthermore, the controlled character can be controlled to either pass over or on the surface of the first obstacle.

[0109] If the width information is less than a preset width threshold, the controlled character can directly jump over the first obstacle from above by following a jump motion adapted to the height, and the special movement motion used in this process is a jump-over motion.

[0110] In one embodiment of the present disclosure, the method further includes the step of detecting a second obstacle by turning on a second forward detection along the direction of movement of the controlled character when the controlled character moves to a first overpass position during the process of the controlled character jumping, where the first overpass position is a position in the overpass trajectory where the controlled character goes over the first obstacle.

[0111] In practical applications, a controlled character can perform an obstacle-crossing action using a special movement action, which can constitute the controlled character's obstacle-crossing trajectory. When the controlled character moves to a first obstacle-crossing position along the obstacle-crossing trajectory, a second forward-facing detection along the controlled character's direction of movement can be triggered to detect a second obstacle.

[0112] In one example, the preset distance for the second forward-facing detection is smaller than the detection distance for the first forward-facing detection. For example, the detection distance for the second forward-facing detection may be 1m, while the detection distance for the first forward-facing detection is 3m.

[0113] The second forward detection can detect the distance to an obstacle and, if an obstacle is detected, triggers a transition to a wall in mid-air. The first forward detection can detect the distance to an obstacle and, if an obstacle is detected, determines the dimensional parameters of the obstacle, allowing for another jump towards the obstacle in mid-air based on those parameters.

[0114] The first crossover position can be set according to actual needs and is not limited to the embodiments of this disclosure.

[0115] As shown in Figure 4a, this is a schematic diagram of the crossover trajectory. First, the cross animation consisting of the crossover trajectory of the crossover action is divided into three stages: the jump stage (i.e., the first stage consisting of the crossover trajectory up to point B in Figure 4a), the loop stage (i.e., the second stage from point B to point C in Figure 4a), and the end stage (i.e., the third stage from point C in Figure 4a).

[0116] Here, at point A during the jump phase (i.e., the first overtaking position), the second forward detection can be turned on. This detection is for wall transitions, and if an obstacle is detected, the wall transition operation can be performed.

[0117] When the jump phase is completed, point B acquires the jump velocity information, and based on this velocity information, it switches to loop mode, enabling the connection of different phases in the overtaking operation.

[0118] In practical applications, different loop animations can be set according to parameters such as the controlled character's height from the ground and the type of movement, thereby enriching the controlled character's movements.

[0119] If the controlled character moves from point B to point C, the loop phase can be connected to the end phase when the controlled character lands.

[0120] After reaching point B, the controllable character's post-landing action is determined based on the character's real-time state. The character's post-landing action can include standing still after landing or continuing to run after landing. If continuing to run after landing is selected, the character continues to run using special movement, and terrain data is detected during the running process by a first forward-facing detection.

[0121] In one embodiment of the present disclosure, the method further includes the step of turning off a first forward-facing detection for acquiring terrain data when the controlled character moves to a second crossover position, where the second crossover position is a position ahead of the first crossover position in the crossover trajectory, and the detection distance of the first forward-facing detection is greater than the detection distance of the second forward-facing detection.

[0122] In practical applications, when a controlled character moves to a second crossing point following a crossing trajectory, turning off the first forward-facing detection for acquiring terrain data can avoid confusion of the controlled character's overall crossing trajectory caused by the first forward-facing detection continuing to detect the first obstacle.

[0123] During the process in which the controlled character moves along the crossover trajectory, the controlled character can turn off the long-range first forward-facing detection at the second crossover position, and then turn on the short-range second forward-facing detection at the first crossover position.

[0124] In one embodiment of the present disclosure, the method further includes a step in which, when the controlled character moves to a third overpass position, the second forward orientation detection is turned off and the first forward orientation detection along the direction of movement of the controlled character is turned on, the third overpass position being a preset height position in the falling phase of the overpass trajectory after the first overpass position.

[0125] In actual applications, when a controlled character moves through a crossover trajectory, passing through the second crossover position, the first crossover position, and the third crossover position in sequence, and reaching the third crossover position, the first forward-facing detection for short distances can be turned off while the first forward-facing detection for long distances can be turned on.

[0126] In one embodiment of the present disclosure, the method further includes the steps of determining a second dimensional parameter of a second obstacle if the controlled character detects a second obstacle in the direction of movement of the controlled character after the controlled character has turned on a first forward-facing detection at a third overpass position, and controlling the controlled character to pass over or on the surface of the second obstacle with a special movement action adapted to the second dimensional parameter.

[0127] Here, the second dimension parameter may include relative height and / or thickness information of the second obstacle, where the relative height information is the relative height information of the second obstacle with respect to the baseline, with the current height of the controlled character being the baseline.

[0128] Here, the method by which the controlled character passes through the second obstacle refers to the description process for passing through the first obstacle, and a detailed explanation is omitted here.

[0129] In one embodiment of the present disclosure, the method further includes the step of controlling the controlled character to perform a dash action in the direction of movement when the controlled character detects a second obstacle by turning on a second forward detection at a first crossover position, and to move from the air to a vertical terrain object consisting of the second obstacle if the second obstacle satisfies a preset climbing condition.

[0130] In actual applications, when a controlled character detects a second obstacle in front of it, the controlled character performs a dash to prepare for wall transitions. If the second obstacle meets pre-set climbing conditions, the controlled character moves from mid-air to the vertical terrain object consisting of the second obstacle and transitions to the wall in mid-air.

[0131] When the controlled character performs a crossover action, the controlled character is in a floating state in the air. If the controlled character is in a special movement state, they perform the corresponding dash action in the air, approaching a vertical terrain object (i.e., a second obstacle). If the system detects that the character is approaching the vertical terrain object and the conditions are met, they move directly from the air to the vertical terrain object, performing the dash action sequentially with a "wall transition" action. This simplifies player operation, reduces the burden on the player, and improves the sense of immersion in the game when the player controls the movement of the controlled character in the virtual scene.

[0132] In concrete implementation, when the controlled character enters a special movement state from the air and detects the presence of a vertical terrain object that satisfies climbing conditions in the direction of movement, the terminal can control the controlled character to perform a dash to move to a first detection point corresponding to the vertical terrain object, control the controlled character to perform a jump to move from the first detection point to the vertical terrain object, and also control the controlled character to move along the vertical surface of the vertical terrain object. Here, the first detection point may be a jump point when moving from the air to the vertical terrain object. When the controlled character performs a dash, if the presence of a vertical terrain object in the direction of movement is detected and the vertical terrain object satisfies climbing conditions, the terminal can select the first detection point from the direction of movement of the controlled character. Subsequently, when the controlled character performs a dash to move to the first detection point, the terminal is triggered to control the controlled character to move from the first detection point to the vertical terrain object, thereby realizing the displacement between the air and the vertical terrain object.

[0133] In one embodiment of the present disclosure, the method further includes the step of detecting the current ground-off distance of the controlled character downwards when the controlled character moves to a fourth overpass position, where the fourth overpass position is the position after the controlled character has crossed the highest point on the overpass trajectory of the first obstacle.

[0134] Here, the fourth crossover position may be a crossover position earlier than the third crossover position, and is used to detect the distance the controlled character is off the ground. If the distance is the same as the first distance, it is confirmed that the controlled character will move to the third crossover position, triggering the system to turn off the second forward-facing detection and turn on the first forward-facing detection.

[0135] In one example, the fourth crossover position is the position after the controlled character has crossed the highest point in the crossover trajectory of the first obstacle.

[0136] In one embodiment of the present disclosure, the method further includes the step of controlling the controlled object to perform a landing action when it detects that the current ground-off distance is a second ground-off distance.

[0137] In practical applications, if the controlled character's distance from the ground is detected downwards to be the second distance from the ground, it is determined that the controlled character will soon land. When the controlled character is about to land, a pre-set landing action can be executed. This landing action may be a standing still action after landing, or a continuing run action after landing. This connects all special movement actions from the controlled character's airborne state until landing.

[0138] As shown in Figure 4b, this is a schematic diagram of another crossover trajectory. Here, point D is the second crossover position, and at point D, the first forward-facing detection is turned off. Point A is the first crossover position, and at point A, the second forward-facing detection is turned on. Point E corresponds to the third crossover position, and at point E, the second forward-facing detection is turned off and the first forward-facing detection is turned on. Point E corresponds to the first ground-off distance (e.g., set to 1.7m), and a fourth crossover position is set before point E. At this fourth crossover position, downward-facing detection is turned on, the ground-off distance is determined, and if it is detected that the controlled character is at the second ground-off distance (e.g., 0.4m), the loop stage connects to the end stage, and it is determined that the landing action is either standing still (del) or running (run).

[0139] As shown in Figure 4c, this is a schematic diagram of a secondary overcoming trajectory. If the second obstacle is detected at point E by the first forward detection, the process of overcoming the second obstacle is performed again. If the second obstacle is detected by the second forward detection performed between point A and point E, the process of transitioning to the wall in mid-air is performed.

[0140] In one embodiment of the present disclosure, after controlling the controlled character to move over a first obstacle object from above the first obstacle, if the controlled character is in a moving state, the further step includes obtaining terrain data of a lateral terrain object.

[0141] In practical applications, if the controlled object is in a moving state at the landing point after the crossover operation is complete, terrain data of the lateral terrain object can be obtained by continuing to perform the first forward orientation detection.

[0142] When the controlled character has completed its crossing motion and is standing still at the landing point, the first forward-facing detection is turned off.

[0143] In one example, if the controlled character is in a moving state after the crossover operation is completed, a step-synchronous trajectory can be executed.

[0144] In one embodiment of the present disclosure, the first dimension parameter includes height and width information of a first obstacle, and the step of controlling the controlled character to pass over or on the surface of the first obstacle with a special movement motion adapted to the height information may include the step of passing over the first obstacle by controlling the controlled character to jump from the surface of the first obstacle to the first obstacle in accordance with a jump motion adapted to the height information, if the width information is greater than or equal to a preset width threshold.

[0145] In actual applications, if the width of the first obstacle exceeds a preset width threshold, i.e., if the first obstacle is too wide, it is difficult for the controlled character to directly overcome it. Therefore, a jump-up action adapted to the height information can be determined, and by controlling the controlled character to jump up from its current position to the first obstacle, it is possible to pass over the surface of the first obstacle.

[0146] As shown in Figure 4d, this is a schematic diagram of the jump-up trajectory in an embodiment of the present disclosure. The entire jump-up process may be divided into pre-jump-up operations, the jump-up itself, and the post-jump-up run.

[0147] In the embodiments of this disclosure, the controlled character enters a special movement state in response to an operation on the controlled character. Here, the special movement state is a state in which the controlled character is controlled to pass through terrain objects based on terrain data. In response to the controlled character moving through a lateral terrain object in the special movement state, the terrain data of the lateral terrain object is acquired. Here, the lateral terrain object is a ground object or a water surface object and includes one or more obstacles. If the terrain data indicates that a first obstacle exists in the direction of movement of the controlled character, a first dimension parameter of the first obstacle is determined and the controlled character is controlled to pass over or on the surface of the first obstacle with a special movement action adapted to the first dimension parameter. In the special movement state, obstacles in the lateral terrain data can be passed over based on the terrain data, allowing the player to overcome obstacles more quickly than if the player were to overcome them based on their own experience, thereby enhancing the player's game experience.

[0148] In one embodiment of the present disclosure, the step of controlling a controlled character to pass over or on the surface of an obstacle of a lateral terrain object using a special movement action adapted to terrain data includes the following steps:

[0149] If the terrain data indicates that a first depression exists in the direction of the controlled character's movement, the current position of the controlled character and the height information of the first depression are determined. The controlled character is then controlled to jump down from its current position to the first depression according to a jump action adapted to the height information.

[0150] Here, if the forward position of the controlled character is recessed relative to the current position of the controlled character, and the height difference between the forward position of the controlled character and the current position of the controlled character satisfies a preset condition, then it is determined that the terrain data indicates the existence of a first depression in the direction of movement of the controlled character. Here, the preset condition may be set according to the realized scene, but is not limited to this in the embodiments of this disclosure.

[0151] The first type of depression may include, but is not limited to, the following:

[0152] Type 1: When the controlled character is on flat ground or water, the first depression in front of the direction of movement may be a concave terrain or water surface (e.g., a waterfall).

[0153] Type 2: When the controlled character is in the presence of a first obstacle (a ground object or another object that forms a convex area on the water surface, e.g., a table on the ground or a boat on the water surface), the depression is flat ground or the water surface.

[0154] After determining the height information, a jump-down operation adapted to the height information is determined, and further control is made so that the controlled character jumps down to the first depression according to the jump-down operation. As shown in Figure 4e, this is a schematic diagram of the jump-down trajectory in an embodiment of the present disclosure.

[0155] In one example, during the jump-down process, the controlled character is floating in the air, so the detection mode can be switched to a second forward-facing detection, that is, the first forward-facing detection is turned off and the second forward-facing detection is turned on.

[0156] If a second obstacle is detected in the forward direction, the controlled character will perform a dash action in the direction of movement as it moves along the jump-down trajectory until it makes contact with the second obstacle. Additionally, if the second obstacle satisfies the pre-set climbing conditions, the controlled character will move from the air to the vertical terrain object consisting of the second obstacle, i.e., transition to the wall surface in mid-air.

[0157] If the controlled character's distance from the ground is equal to the first distance from the ground, the first forward-facing detection can be turned on again. If a second obstacle is detected in the controlled character's direction of movement after the first forward-facing detection has been turned on, the second dimension parameter of the second obstacle is determined, and the controlled character is controlled to pass over or on the surface of the second obstacle using a special movement action adapted to the second dimension parameter.

[0158] In one example, different turnaround times can be set for each jump-down height, with the turnaround time increasing as the jump-down height increases.

[0159] In the embodiments of this disclosure, the controlled character enters a special movement state in response to an operation on the controlled character. Here, the special movement state is a state in which the controlled character is controlled to pass through terrain objects based on terrain data. In response to the controlled character moving along a lateral terrain object in the special movement state, the terrain data of the lateral terrain object is acquired. Here, the lateral terrain object is a ground object or a water surface object and includes one or more obstacles. If the terrain data indicates that a first depression exists in the direction of the controlled character's movement, the controlled character's current position and the height information of the first depression are determined. The controlled character is controlled to jump down from its current position to the first depression according to a jump action adapted to the height information. In the special movement state, when encountering the first depression, the character jumps down and overcomes obstacles more quickly than if the player were to overcome obstacles based on their own experience, thereby enhancing the player's game experience.

[0160] In open-world games, players are presented with a vast game world in which they can freely explore and enrich the game's content, thereby improving playability. The primary ways to play such games involve exploring and collecting items within the game world. While diverse terrain within the game world offers players a rich and varied experience, it can also increase the burden on the player's control. Specifically, since players need to perform different movement control operations depending on the terrain during the movement of their controlled character, simplifying the player's control over the character's movement in accordance with the terrain, and thereby enhancing the player's sense of immersion in the character's movement within the game world, is a major factor influencing a good gaming experience. For example, if a player needs to control their controlled character to reach a destination, simplifying the character's movement will undoubtedly lead to a better gaming experience. In open-world games, a wide variety of terrain objects are included, such as grasslands, plains, hills, mountains, forests, and buildings. The controlled character can move horizontally within the game scene (e.g., running in a grassland) or vertically (e.g., climbing the walls of a building). However, during vertical exploration (e.g., climbing walls or cliffs), the controlled character can explore and move vertically through corresponding climbing actions. This entire process relies on the player's voluntary input, requiring the player to judge the timing of their actions (for example, when encountering an obstacle, they need to decide when to input the corresponding action to control the controlled character to overcome the obstacle). This can place a significant burden on the player's gameplay, slow down the controlled character's movement speed, and greatly reduce the player's efficiency in exploring the game world.

[0161] In contrast, this disclosure states that in a game application, a controlled character controlled by the player can have different basic movement states and special movement states. In the basic movement state, the player must control all movement operations of the controlled character, while in the special movement state, the player can control only the direction of movement of the controlled character. Other actions of the controlled character, such as passing through terrain objects, can be automatically controlled by the game application based on terrain data in the virtual scene. Specifically, during gameplay, the terminal can enter a special movement state in response to input on the controlled character. When the controlled character moves horizontally along terrain objects in the virtual scene while in this special movement state, the terminal can control the character to move from the horizontal terrain object to the vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the character's direction of movement. In other words, after entering the special movement state, if a vertical terrain object that satisfies the conditions is detected, the controlled character can automatically move from the horizontal terrain object to the vertical terrain object. This eliminates the need for the player to perform any operations other than controlling the direction of movement during the displacement process, effectively reducing the player's operational burden. Furthermore, the terminal can also acquire terrain data for the vertical surface of a vertical terrain object in response to the controlled character moving along its vertical surface while in this special movement state, and control the character to move along its vertical surface with movement movements adapted to the terrain data. In addition to controlling the controlled character to perform displacement changes on different terrain objects, if the movement of the corresponding terrain object changes, the terminal can similarly control the controlled character to move on the corresponding terrain object based on the terrain data. Furthermore, it reduces the burden on the player and simplifies the method of controlling the controlled character from the player, thereby allowing the player to concentrate more energy on other aspects of the game and enhance the game experience, such as the player's sense of immersion in the game.

[0162] To enable those skilled in the art to better understand the technical concepts in the embodiments of this disclosure, some technical features related to the embodiments of this disclosure are interpreted and described below.

[0163] A virtual scene is a scene that is distinct from the real world, output by a device, and visual perception of the virtual scene can be formed through the naked eye or with the assistance of a device. Examples include two-dimensional images output through a display screen, and three-dimensional images output by stereoscopic display technologies such as stereoscopic projection, virtual reality, and augmented reality. Furthermore, various perceptions such as auditory perception, tactile perception, olfactory perception, and motion perception can be formed by various hardware to simulate the real world.

[0164] The response is used to indicate the conditions or states on which the operations to be performed depend. If the dependent conditions or states are met, one or more operations to be performed may be in real time or with a set delay, and unless otherwise specified, the order in which the operations to be performed is not restricted.

[0165] A controlled character is an object that interacts within a virtual scene. It is controlled by a user or a robot program (for example, an artificial intelligence-based robot program) and can remain still, move, and perform various actions within the virtual scene. Examples include various characters in a game.

[0166] Terrain objects may be objects of terrain that make up the game scene, and include grasslands, plains, hills, mountains, forests, buildings, etc. In particular, terrain objects may further include obstacles located on the terrain objects, such as boxes and stones located on the ground. Here, terrain objects are divided into horizontal terrain objects and vertical terrain objects. Horizontal terrain objects include terrain objects that move without having to resist gravity, such as horizontal or near-horizontal terrain such as hills, grasslands, and plains. Vertical terrain objects include terrain objects that need to move in a way that resists gravity through specific actions, such as the vertical surfaces of mountains, trees, and building walls, and the controlled character needs to perform the corresponding action (e.g., climbing) to achieve movement on horizontal terrain objects. For vertical terrain objects, in the process of the controlled character performing a climbing action, the hands (inverse kinematics) are involved, and a form of motion is required in which the hands lead the shoulders. In this process, the terminal needs to perform complex calculations, increasing the performance overhead of the terminal. Furthermore, such simple climbing movements are slow, and when encountering complex terrain, the player must control the controlled character to perform corresponding actions based on their judgment and timing to traverse the terrain, which places a significant burden on the player.

[0167] Referring to Figure 5, a flowchart of the steps of another method for controlling the movement of a controlled character provided in one embodiment of the present disclosure is shown, which provides a graphical user interface via an electronic terminal, and the electronic terminal displays a virtual scene and a controlled character located in the virtual scene via the graphical user interface, and specifically includes the following steps:

[0168] In step 501, the controlled character enters a special movement state in response to an operation. Here, the special movement state is a state in which the controlled character is controlled to pass through terrain objects based on terrain data.

[0169] The electronic terminal can optionally include mobile terminals and PC terminals, and a game application program may be stored in the local terminal device. The terminal device may also be a cloud client terminal, and the game application program can provide corresponding game functions. In the embodiments of this disclosure, the electronic terminal is a PC terminal, and the player controls the controlled character via a mouse, keyboard, or gamepad, but this disclosure is not limited to this.

[0170] In step 502, when the controlled character moves horizontally across terrain objects in the virtual scene while in a special movement state, the controlled character is controlled to move from the horizontal terrain object to the vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of the controlled character's movement.

[0171] In addition to the case where the controlled character enters the special movement state from the air and moves from the air to a vertical terrain object, the terminal can also detect the terrain in the direction of the controlled character's movement if the controlled character is moving on a horizontal terrain object in the virtual scene while in the special movement state. If the terminal detects that a vertical terrain object that satisfies pre-set climbing conditions exists in the direction of movement, the terminal will respond to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of the controlled character's movement by controlling the controlled character to move from the horizontal terrain object to the vertical terrain object in the virtual scene. Subsequently, by further detecting the terrain on the vertical surface of the vertical terrain object, the terminal can control the controlled character to move on the vertical terrain object based on the corresponding terrain data.

[0172] In concrete implementation, the terminal can respond to the presence of a vertical terrain object within a preset distance threshold in the direction of movement of the controlled character, and if the height of the vertical terrain object is greater than or equal to a preset height threshold, it controls the controlled character to move from the horizontal terrain object to the vertical terrain object in the virtual scene. After confirming that the controlled character can move from the horizontal terrain object to the vertical terrain object, the terminal, in response to the controlled character moving to a second detection point on the horizontal terrain object, obtains the attitude tilt angle for jumping to the vertical terrain object. The second detection point is the jump point from the horizontal terrain object to the vertical terrain object. Based on the relative distance and attitude tilt angle between the second detection point and the vertical terrain object, the terminal determines the attachment point of the controlled character from the vertical terrain object, and then controls the controlled character to jump from the second detection point to the attachment point at the attitude tilt angle. In this process, when the controlled character moves to the second detection point, the controlled character is a certain distance away from the vertical terrain object. However, for controlled characters in a special movement state, the player does not need to control the controlled character to move from the horizontal terrain object to the vertical terrain object. Instead, the terminal can directly "pull" the controlled character from the position of the second detection point to the attachment point on the vertical terrain object (including controlling the controlled character to jump up from the second detection point to the attachment point, or leap from the second detection point to the attachment point). This enables automatic control of the controlled character to move from the horizontal terrain object to the vertical terrain object based on terrain changes, automatically controlling the controlled character to move to different terrain objects due to terrain changes, simplifying player control over the controlled character, and enhancing the player's sense of immersion in the controlled character's movement in the virtual scene.Here, the attitude tilt angle may also be the angle at which the controlled character moves from a horizontal terrain object to a vertical terrain object in the corresponding direction of movement. For example, if the attitude tilt angle is 30 degrees, the controlled character can jump from a horizontal terrain object to a vertical terrain object in a direction of movement that forms a 30-degree angle with respect to the horizon.

[0173] In one example, during the process of a controlled character moving from a horizontal terrain object to a vertical terrain object, the character moves from the horizontal terrain object to the vertical terrain object (hereinafter referred to as the "wall transition" event) in different directions (including left, right, and forward), and the corresponding wall transition node detects this, allowing for mapping selection according to the vertical plane corresponding to the vertical terrain object. Specifically, the "wall transition event" can involve wall detection nodes, wall transition nodes, animation connection nodes, velocity control nodes, and event nodes. When the controlled character triggers a "wall transition event" on a horizontal terrain object using Run / Rush, the terminal detects the corresponding "wall transition event" using the wall detection node, enters the wall transition node in the "wall transition" fusion tree, and plays the animation corresponding to the wall transition node. During the animation playback process, the wall transition animation can be divided into two segments and selectively connected via animation connection nodes. The first segment is the wall transition phase, and the second segment is the motion stretch phase. A velocity control node controls the controlled character to "transition to the wall" at the corresponding velocity during the motion stretch phase, ensuring that the controlled character's wall transition position can contact the vertical surface of the vertical terrain object. An event node triggers a selective connection between the animation of the first segment and the animation of the second segment. The animation of the second segment may also be controlled by a custom event, which controls the animation to transition to movement on the vertical surface and a climbing stop state, indicating that a transition is necessary when the animation is played to the final frame.Referring to Figure 6a, a schematic diagram of a movement scene provided in an embodiment of this disclosure is shown. When it is detected that there is a vertical terrain object that satisfies climbing conditions in the direction of movement of the controlled character, the corresponding detection point and attachment point are determined. When the controlled character moves to detection point A, a control is triggered to control the controlled character to jump from the detection point to attachment point B with a preset attitude tilt angle as the jump direction, thereby enabling the controlled character to move from a horizontal terrain object to a vertical terrain object.

[0174] Furthermore, in the process described above, if the controlled character enters a special movement state via Run / Rush and encounters a vertical terrain object during the movement process, the lens will automatically rotate behind the controlled character. However, if the vertical terrain object is encountered with the screen's field of view facing the controlled character, the lens will not rotate, and the controlled character will fall backward, making it impossible to move from a horizontal terrain object to a vertical terrain object.

[0175] In one selectable embodiment, in addition to placing corresponding execution nodes to detect vertical terrain objects, it is also possible to spatially partition the virtual scene and perform comparative detection between the capsule corresponding to the controlled character and the partitioned virtual scene to determine whether or not a vertical terrain object corresponding to the direction of movement of the controlled character exists. For example, if a corresponding spatial cube (i.e., a cube corresponding to a vertical terrain object) exists within 2 meters in front of the capsule, and the height of the spatial cube is greater than or equal to a preset height threshold, it can be determined that a vertical terrain object satisfying climbing conditions exists in the direction of movement of the controlled character. Referring to Figure 6b, a schematic diagram of the capsule provided in the embodiment of this disclosure is shown. When the virtual scene is partitioned into different spatial cubes, the game scene is displayed in cross-section in Figure 6b, where each square represents one spatial cube (unit cube, one unit is 1 meter), and the capsule (enclosed in a rectangular prism) can indicate the position of the controlled character in the game scene. (1) indicates that the controlled character is located on a vertical terrain object, and the thickness of the vertical terrain object is 1 meter. (2) indicates that the controlled character is located on a vertical terrain object, and the furthest distance between the vertical terrain object and the controlled character is 3 meters, and the closest distance is 2 meters. (3) indicates that the controlled character is located on a vertical terrain object, and the furthest distance between the vertical terrain object and the controlled character is 2 meters, and the closest distance is 1 meter. (4) simply shows the controlled character. The positional relationship between the controlled character and the virtual scene can be changed in response to changes in the terrain object, and embodiments of this disclosure include, but are not limited to, the above examples. Here, detection of the terrain is determined to partition a grid according to the requirements of long distance and low precision, and each grid is determined to obtain information above, below, left, and right of each grid along the wall surface, and its animation representation constructs a movement trajectory and state according to the movement direction of the terrain and the controlled character, keypoint positions can be obtained by near-range radiation, and the posture can be adjusted with IK (Inverse Kinematics).The connectivity in each direction is configured as six connection directions, and the distance to obstacles can be set to 4m. For example, when performing spatial prediction, detection is possible in the forward and upward directions, the detection distance may be 10m, scrolling updates are possible, calculations are performed in real time using radiation, the capsule body may be positioned so that the height is 2m, the upward detection distance is 2.4m, and the left and right detection distances are 1.5m.

[0176] After the controlled character moves to a vertical terrain object, the terminal can, in response to receiving a movement control command for the virtual object, control the controlled character to move on the vertical terrain object. This movement control command may also be a command to control the direction of movement of the controlled character. When the player stops inputting a movement control command, the terminal can, in response to the end of the movement control command, control the controlled character to remain on the vertical terrain object. In this special movement state, the terminal removes gravity from the controlled character in the virtual scene and controls the controlled character to remain on the vertical terrain object, so that the controlled character can remain on the vertical terrain object as if "sticking" to it.

[0177] In step 503, in response to the controlled character moving on the vertical surface of a vertical terrain object while in a special movement state, terrain data of the vertical surface is acquired, and the controlled character is controlled to move along the vertical surface of the vertical terrain object with movement movements adapted to the terrain data.

[0178] When a controlled character moves along a vertical terrain object in a special movement state, the terminal can acquire terrain data of the vertical surface of the vertical terrain object in real time using a radiation detection method, and can control the controlled character to move along the vertical surface of the vertical terrain object with movement movements adapted to the terrain data. In other words, after entering a special movement state, if a vertical terrain object that meets the conditions is detected, the controlled character can automatically move from a horizontal terrain object to a vertical terrain object, eliminating the need for the player to perform operations other than movement direction control during the displacement process, effectively reducing the burden on the player. At the same time, the terminal can also acquire terrain data of the vertical surface in response to the controlled character moving along the vertical surface of a vertical terrain object in a special movement state, and can control the controlled character to move along the vertical surface of the vertical terrain object with movement movements adapted to the terrain data. In addition to controlling the controlled character to perform displacement changes on different terrain objects, when moving on a corresponding terrain object, the terminal can similarly control the controlled character's movement changes based on terrain data. This not only enables the controlled character's movement to change richly according to the terrain, but also enhances the player's immersion in the game, reduces the burden on the player, and simplifies the method of controlling the controlled character from the player. As a result, the player can concentrate more energy on other aspects of the game, improving the player's gaming experience.

[0179] Selectable, the movement of the controlled character on vertical terrain objects can include wall movement (Climb), wall transition (ClimbToWall), wall fall (ClimbBackJump), and platform transition (ClimbToPlatform). Here, wall movement (Climb) may be the controlled character moving (ClimbRun) and staying (ClimbIdel) on the vertical surface of the vertical terrain object, as well as corresponding animations such as rotation and turning when moving on the vertical surface. Wall transition (ClimbToWall) may be the process of overcoming obstacles protruding from the vertical surface of the vertical terrain object. Wall fall (ClimbBackJump) may be the process of moving from a vertical terrain object to a horizontal terrain object, i.e., jumping from a high place to a low place. Platform transition (ClimbToPlatform) may be the process of moving from the vertical surface of the vertical terrain object to the horizontal surface, and the difference from wall transition (ClimbToWall) is as follows. ClimbToWall corresponds to a protruding obstacle on a vertical plane, and the controlled character must continue moving on the vertical plane even after passing the protruding obstacle. ClimbToPlatform corresponds to a protruding platform on the horizontal plane of a vertical terrain object, and includes platforms that are recessed inward and platforms that protrude outward. In other words, platform transition may refer to the controlled character jumping into a recessed area or jumping onto an obstacle.

[0180] For example, referring to Figure 6c, a schematic diagram of movement scene 1 provided in an embodiment of this disclosure (hereinafter, the movement scene will be referred to as "ClimbToPlatform") is shown. A scene in which a controlled character jumps from the vertical surface of a vertical terrain object to the platform (horizontal surface) of the vertical terrain object includes the following scenes: (1) Performing a jump action to jump directly from the vertical surface to the horizontal surface. (2) If there is an area where the character cannot stand on the horizontal surface and a jump is made, the character leaps from the vertical surface to overcome the area where the character cannot stand and reaches the area where the character can stand on the horizontal surface. (3) If there is a platform protruding from the vertical surface on the horizontal surface, the character leaps from the vertical surface to overcome the protruding platform and reaches the position corresponding to the horizontal surface. (4) If there is an area where the character cannot stand on the protruding platform and a jump is made, the character leaps from the vertical surface to overcome the protruding platform and reach the area where the character can stand on the horizontal surface. The arcs in (1), (2), (3) and (4) indicate the movement trajectory of the controlled character. Dashed lines indicate areas on terrain objects where standing is impossible, and circular dots indicate multi-stage movements. Specifically, (3) includes two circular dots, meaning that in the process of the controlled character moving from a vertical plane to a horizontal plane, it is necessary to perform three stages of movement, such as a first jump-up movement, a second jump-up movement, and a fall movement. (4) is similar and will not be explained again here. Also, referring to Figure 6d, a schematic diagram of movement scene 2 provided in the embodiment of this disclosure (hereinafter, movement scene 2 will be referred to as "ClimbToWall") is shown. A scene in which the controlled character moves along the vertical plane of a vertical terrain object includes the following scenes: (1) A relatively small protruding obstacle exists on the vertical plane, and the first jump movement is performed directly to overcome the protruding obstacle. (2) A relatively large protruding obstacle exists on the vertical plane, and at least one movement is performed to overcome the protruding obstacle. (3) Another vertical plane region exists in the direction of movement that protrudes from the current vertical plane region, and the corresponding jump movement is performed to jump from the current vertical plane region to that vertical plane region. (4) If there is a recessed area in the direction of movement relative to the current vertical plane, the corresponding jump action is performed to jump from the vertical plane to the recessed area.The meanings of terms such as arcs and circular points can be found in the explanations above, so a detailed explanation will be omitted here.

[0181] Selectively, for the above process, different scenes related to ClimbToWall and ClimbToPlatform can demarcate terrain objects according to "protrusions" (i.e., obstacles) and "recesses". "Protrusions" can include movement scenes corresponding to (3) and (4) of ClimbToPlatform and movement scenes corresponding to (1), (2), and (3) of ClimbToWall, while "recesses" can include movement scenes corresponding to (1) and (2) of ClimbToPlatform and movement scene corresponding to (4) of ClimbToWall. Then, depending on the corresponding scene, the terminal can control the controlled character to move vertical terrain objects with movement actions adapted to the terrain data, based on terrain data detected in real time.

[0182] In one selectable embodiment, for a "dent" scene, the terminal can detect terrain data on the vertical surface in the direction of the controlled character's movement in response to the controlled character moving vertically on the vertical surface of a vertical terrain object in a special movement state. If the terrain data indicates that a dent exists in the direction of the controlled character's movement, the terminal can control the controlled character to perform a jump to reach the dent.

[0183] In concrete implementation, if there is no area where the character cannot stand in the recessed area, the terminal can control the controlled character to perform a "single jump" or a "single jump and single fall" to move from the vertical surface to the horizontal surface of the vertical terrain object. For example, in the (1) scene of ClimbToPlatform, the terminal can control the controlled character to perform a single jump to move from the vertical surface to the horizontal surface (i.e., on the platform) of the vertical terrain object. In the (4) scene of ClimbToWall, the terminal can control the controlled character to perform a jump-up and a fall into the recessed area to move from the vertical surface to the horizontal surface of the vertical terrain object.

[0184] If an area where the character cannot stand exists within a recessed area, that is, if the terrain data indicates that a recessed area exists in the direction of movement of the controlled character, then a first jump action that the controlled character should perform can be determined, and then, based on the first jump action, a first landing point for the controlled character in the recessed area can be determined. If the first landing point falls within an area where the character cannot stand, the first jump action can be adjusted to a second jump action that crosses the area where the character cannot stand, and then the controlled character can be controlled to perform the second jump action to reach the recessed area. For example, in the (2) scene of ClimbToPlatform, if an area where the character cannot stand exists, the first jump action, which originally has a small jump range, needs to be adjusted to a second jump action that can cross the area where the character cannot stand, and then the controlled character needs to perform the second jump action to cross the area where the character cannot stand on the platform from the vertical surface of the vertical terrain object and reach the area where the character can stand within the recessed area. Furthermore, regarding scene (4) of ClimbToWall, if there is an area where the platform cannot stand, the processing steps can be found in scene (2) of ClimbToPlatform, but a detailed explanation is omitted here.

[0185] In other selectable embodiments, for “protrusion” scenes, the terminal can detect terrain data of the longitudinal surface of a longitudinal terrain object in the direction of movement of the controlled character. If the terrain data indicates the presence of an obstacle in the direction of movement of the controlled character, the terminal determines a movement action for the controlled character to move to or over the obstacle based on the obstacle's dimension parameters, and then controls the controlled character to move along the longitudinal surface based on the movement action. Here, the obstacle may include the protrusion platform in the embodiments described above, where the dimension parameters indicate the protrusion width of the obstacle relative to the longitudinal terrain object, and different protrusion widths have different effects on the movement of the controlled character, and different “passing strategies,” including passing by different movement actions, may be used for obstacles with different protrusion widths, but this disclosure is not limited thereto.

[0186] In concrete implementation, if there is no area where the obstacle cannot stand, the terminal can control the controlled character to overcome the obstacle and reach the corresponding position by determining, based on the dimensional parameters, that the controlled character must perform at least one movement. Specifically, if the dimensional parameters of the obstacle indicate that the width of the obstacle's protrusion relative to the vertical plane is less than a first preset threshold, the terminal determines that the controlled character should perform a jump to overcome the obstacle by jumping from a first height on the vertical plane to a second height on the vertical plane. Here, the first height is less than the second height, and the obstacle is located between the first and second heights. If the dimensional parameters of the obstacle indicate that the width of the obstacle's protrusion relative to the vertical plane is greater than or equal to a first preset threshold, the terminal determines that the movement to be performed by the controlled character includes a departure movement away from the vertical plane where it is currently located, a first jump-up movement, and a first fall movement into the obstacle. The first preset threshold may be set according to the game's requirements. For example, the first preset threshold may be set to 2 meters. Obstacles with a protrusion width of less than 2 meters can be determined as simple obstacles that can be passed over with a single simple jump, while obstacles with a protrusion width exceeding 2 meters can be determined as complex obstacles that require multiple movement actions to be completed in cooperation.

[0187] If an area where standing is impossible exists around an obstacle, the terminal can determine a second landing point for the controlled character at the obstacle based on a detachment action, a first jump-up action, and a first fall action. If the second landing point falls within the area where standing is impossible, the terminal adjusts the first jump-up action and / or the first fall action, and determines a standing area at the obstacle by the adjusted movement action. Here, adjustments to the first jump-up action and / or the first fall action may include the following: The first jump-up motion can be adjusted to a second jump-up motion, and / or the first fall motion can be adjusted to a second fall motion, after which the detachment motion, the second jump-up motion, and the second fall motion can be determined as movement actions that the controlled character should perform, or the detachment motion, the second jump-up motion, and the first fall motion can be determined as movement actions that the controlled character should perform, or the detachment motion, the first jump-up motion, and the second fall motion can be determined as movement actions that the controlled character should perform.

[0188] After determining the movement actions corresponding to different scenes based on the dimensional parameters through the process described above, the terminal can control the controlled character to move along the vertical plane based on the determined movement actions. For example, in the (1) scene of ClimbToWall, the terminal can control the controlled character to perform a jump to overcome obstacles and reach a second height from a first height to a second height of a vertical terrain object.

[0189] In the (2) scene of ClimbToWall, the terminal can control the controlled character to perform a detachment action and jump into the air at a first height, then control the controlled character to perform a first jump-up action and jump from the air at the first height to the air at a second height, and further control the controlled character to perform a first fall action and fall from the air at the second height onto a horizontal terrain object. Here, the first height is greater than or equal to the height corresponding to the lower horizontal surface of the obstacle and less than the height corresponding to the upper horizontal surface of the obstacle, the horizontal distance in the air at the first height relative to the vertical terrain object is greater than the protrusion width, and the second height is greater than the height corresponding to the upper horizontal surface of the obstacle. This "passing strategy" is also applied similarly to the (3) and (4) scenes of ClimbToPlatform. At the same time, if there is an area where the character cannot stand on a protruding obstacle or protruding platform, the terminal can adjust the first jump-up operation to a second jump-up operation and / or adjust the first drop operation to a second drop operation, and then determine the detachment operation, the second jump-up operation and the second drop operation as movement operations that the controlled character should perform, or determine the detachment operation, the second jump-up operation and the first drop operation as movement operations that the controlled character should perform, or determine the detachment operation, the first jump-up operation and the second drop operation as movement operations that the controlled character should perform. Here, the jump height of the second jump-up operation is greater than the jump height of the first jump-up operation, and the drop distance of the second drop operation is greater than the drop distance of the first drop operation, thereby increasing the jump height and / or drop distance of the controlled character, allowing the controlled character to overcome the area where the character cannot stand on a protruding obstacle or protruding platform.

[0190] Furthermore, in ClimbToWall's (3) scene, with respect to terrain changes between different vertical plane regions, the terminal can detect terrain data of the vertical plane of a vertical terrain object in the direction of movement of the controlled character. If the terrain data indicates that a second vertical plane region exists in the direction of movement of the controlled character, and the second vertical plane region protrudes relative to the first vertical plane region where the controlled character is currently located, the controlled character is controlled to perform an escape action and a jump-up action to reach the second vertical plane region.

[0191] Selectively, the above process can be implemented based on the corresponding execution node and event placement, and in games, it can be represented as the playback of the corresponding animation. For example, the four types of scene animations in ClimbToPlatform can be divided into two types. For ClimbToPlatform's (1) scene, it is sufficient to simply play the entire animation. For ClimbToPlatform's (2) scene, the animation needs to be stretched programmatically to a standing position. For ClimbToPlatform's (3) and (4) scenes, first, in the first segment, the controlled character is pulled out, then pulled up above the corresponding standing position, and then landed in a loop. Accordingly, it is necessary to notify the script of a change in behavior after landing, indicating that it can be switched to Land Run (continues running in the direction of movement after landing) or Idel (stays at the landing point after landing).

[0192] For ClimbBackJump, after jumping to the ground, you can choose to either land and stand or land and run. In either case, you place a trigger event corresponding to the corresponding execution node, and after the event is triggered, you select the corresponding animation.

[0193] For ClimbToWall, it is currently divided into two lengths, two sets of animations, a short jump over obstacles of 0-2m, and a jump over obstacles of 2-4m. Specifically, obstacles of length 0-2m are played as animations, and the character passes through them by the displacement of the animation itself, without displaced stretching. The 2-4m obstacle animation needs to be divided into three segments. For the protruding parts, the first and second segments of the animation are played, and for the recessed areas, segments 2 and 3 are played, the height is stretched, and then it is connected to the falling animation. For jumping over obstacles of 0-2m, only one ending jump needs to be mounted. For the three-segment animation of the 2-4m obstacle, the jump is made by mounting a subActionEnd event (animation jump event) at the end of the previous animation, and the script is notified of the jump with the final landing animation.

[0194] Furthermore, the detection node determines the platform type, and this value can be substituted into the animation selection node for selection. The animations of the three segments are selected sequentially, controlled by parameters. In the case of protruding obstacles or platforms that have areas where the character cannot stand, the stretch node can be used to stretch them, controlling the controlled character to move to an area where they can stand. For example, if the detection node detects that the obstacle is of the "impassable type," i.e., a protruding platform, it outputs "impassable type," then retrieves the animations of the corresponding three segments, and then plays the corresponding animations sequentially. If the obstacle is of the "passable type," i.e., a protruding obstacle, it outputs "passable type," then retrieves the corresponding animation, and then plays the animation, thereby selecting the appropriate animation based on the different types of obstacles and representing the process of the controlled character passing through the obstacle via animation.

[0195] In ClimbToWall, for scene (1), there is no need to connect the corresponding wall transition animation; it can be placed in Climb, and the controlled character should be controlled to perform the corresponding jump action.

[0196] In the above embodiment, the process by which the controlled character moves on a vertical terrain object based on terrain data was described. In addition, if the controlled character does not encounter any terrain such as obstacles or depressions, the terminal can improve the smoothness of movement and screen representation by responding to the controlled character moving on the vertical terrain object by controlling the controlled character to perform either a turning or rotating motion during the movement process, executing the corresponding motion during the movement process, and adding corresponding motion effects.

[0197] In practical implementation, the movement in the left, right, forward, and 45-degree directions of ClimbRun is the same, and the corresponding motion animation can be looped. Only a step synchronization point needs to be added. In the turning animation, the 180-degree angle of the left and right feet is selected by the input of the selection node, so a ClimbChangeDir event (climbing change event) is added at the final stage of the turning animation to forcibly modify the ClimbDir, which is the climbing content of the controlled character on the vertical terrain object. On the other hand, for ClimbIdel, only gravity needs to be removed considering the left and right feet, and there is no need to add step synchronization. However, a step synchronization point needs to be added to the stop animation, and the stop needs to be switched to Idel by switching to the StopActionEnd event (stop animation event). For some special performance actions, only a ClimbSpecialEnd (climbing special action event) needs to be added at the final stage of the animation to make the character jump.

[0198] In one example, after the controlled character plays a jump wall transition animation, the controlled character enters the corresponding Idel / Run state machine (different dwell time) based on the movement command judgment conditions input by the player that the controlled character receives. For Run, in addition to running forward on the vertical terrain object, running to the left, right, and 45 degrees requires BlendSpace2D blending (2D blend space), the direction is selected using the direction selection node, and for selection for left and right turning animations, the angle change over two frames before and after is calculated using the layer node before selection, and for climbStop (climbing stop), the stop animation branch is selected when transitioning to Idel. The specific logic of Idel is to mainly select the stop animation by running, and further match it to the corresponding stop animation according to the stop animation, and for expressive animations such as random rotation and turning that move the vertical terrain object, the direction problem is considered, the direction selection node is mapped to select the range of direction, and then the value output from the direction selection node is mapped to obtain the corresponding ClimbBlender blend value, and by blending left, right and 45-degree movements, the direction of movement of the controlled character on the vertical terrain object can be obtained. For example, referring to Figure 6e, a schematic diagram of the fusion of movement directions provided in an embodiment of the present disclosure is shown. Here, F is the forward direction and does not blend, i.e., there is no need to blend the movement direction and the action direction. FR is the right direction and is blended with FR_45 at 45 degrees, i.e., when the movement direction is to the right, the movement direction and the action direction at 45 degrees forward to the right are blended to obtain the corresponding expressive animation when the controlled character moves to the right. FL is the left direction and is blended with FL_45 at 45 degrees, i.e., when the movement direction is to the left, the movement direction and the action direction at 45 degrees forward to the left are blended to obtain the corresponding expressive animation when the controlled character moves to the left.

[0199] Furthermore, if terrain data indicates that a horizontal terrain object, such as the ground, exists in the direction of movement of the controlled character, the controlled character is controlled to perform a falling motion with constant acceleration to move from the vertical terrain object to the horizontal terrain object. In response to the controlled character moving from the vertical terrain object to the horizontal terrain object, if there are no obstacles in the direction of movement of the controlled character, the controlled character is controlled to perform a dash motion.

[0200] In the embodiments of this disclosure, the system is applicable to 3D games, and during the game, the virtual scenes displayed on the terminal graphical user interface are switched by the corresponding virtual camera, and the field of view mapped to the graphical user interface can be controlled by controlling the focal length of the virtual camera. The larger the focal length, the narrower the display field of view of the virtual scene displayed on the graphical user interface, but the displayed virtual scene can show the player more detailed game content. Conversely, the smaller the focal length, the wider the display field of view, allowing the player to see a wider range of the game scene on the graphical user interface, but correspondingly the level of detail in the game scene decreases.

[0201] In concrete implementation, the terminal can achieve virtual scene expansion by increasing the focal length of the virtual camera and decreasing the field of view of the virtual camera in response to the controlled character moving on vertical terrain objects in a special movement state. As a result, when the controlled character moves on vertical terrain objects in a special movement state, the terminal automatically adjusts the focal length of the virtual camera, making the field of view of the virtual scene mapped to the graphical user interface smaller and achieving virtual scene expansion. This allows the player to intuitively perceive the details of the vertical terrain object where the controlled character is located, making it easier for the player to control the direction of the controlled character's movement based on the details perceived by the player, and effectively assisting the player in making decisions regarding game control.

[0202] Accordingly, in response to the controlled character moving vertically on terrain objects in a special movement state, the terminal can decrease the focal length of the virtual camera and increase the field of view of the virtual camera. This enables shrinking to a virtual scene, and by reducing the focal length, the terminal can display a virtual scene with a larger game field of view to the player in the graphical user interface. As a result, the player can perceive the terrain of the virtual scene with a larger game field of view, making it easier for the player to control the direction of movement of the controlled character based on the content of the larger field of view perceived by the player, and effectively assisting the player in making decisions regarding game control.

[0203] Furthermore, mutually exclusive processing methods can be employed for the two different scenes described above. In actual gameplay, the focal length of the virtual camera can be selectively adjusted according to the player's needs, one of these can be preset as the default adjustment, and the player can also manually adjust the focal length of the virtual camera based on their actual needs during gameplay, but this disclosure is not limited to these options.

[0204] In one example, during the process of controlling a controlled character to move from a horizontal terrain object to a vertical terrain object in a virtual scene, the virtual camera is controlled to move downwards by a predetermined distance and point towards the back of the controlled character at a predetermined elevation angle. In a specific implementation, referring to Figure 6f, a schematic diagram of the adjustment of the virtual camera provided in the embodiment of this disclosure is shown. During the process in which the controlled character moves on a vertical terrain object, particularly upwards, the terminal can control the virtual camera (i.e., lens) to gradually move downwards and reach an elevation angle of 45 degrees from the back of the controlled character. When the controlled character moves left or right, the virtual camera similarly rotates to the back of the controlled character, providing the player with a good visual experience in combination with game features (e.g., martial arts light footwork), while adjusting the field of view allows the player to better control the controlled character and reduce the burden on the player.

[0205] In one example, the terminal can also acquire the orientation of the virtual camera in response to the controlled character moving vertically on a terrain object while in a special movement state, and if the virtual camera is facing the side of the controlled character, it adjusts the virtual camera to face the back of the controlled character.

[0206] Furthermore, if the player controls the controlled character to exit the special ability movement state, the terminal can adjust the virtual camera to a field of view corresponding to the basic movement state in response to whether the controlled character stays on a vertical terrain object or exits the special ability movement state.

[0207] If the controlled character moves in the special move state during the above process, it is possible to perform keyframe silhouette processing and handle jump methods, etc., thereby creating smooth movement and a corresponding sense of speed during the controlled character's movement in the special move state.

[0208] In the embodiments of this disclosure, the game application can have different basic movement states and special movement states for a player-controlled character, and in the special movement state, the player can control only the direction of movement of the controlled character. For other actions of the controlled character, such as passing through terrain objects, the game application can automatically control the controlled character based on terrain data in the virtual scene. Specifically, during gameplay, the terminal can enter a special movement state in response to input on the controlled character. When the controlled character moves on a horizontal terrain object in the virtual scene while in the special movement state, the terminal controls the character to move from the horizontal terrain object to the vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the character's direction of movement. As a result, after entering the special movement state, if a vertical terrain object that satisfies the conditions is detected, the controlled character can automatically move from the horizontal terrain object to the vertical terrain object. This reduces the number of operations performed by the player other than movement direction control during the displacement process, effectively reducing the player's operational burden. Furthermore, the terminal can also acquire terrain data for the vertical surface of a vertical terrain object in response to the controlled character moving on the vertical surface of the vertical terrain object while in the special movement state, and control the character to move along the vertical surface of the vertical terrain object with movement movements adapted to the terrain data. In addition to controlling the controlled character to perform displacement changes on different terrain objects, when moving on a corresponding terrain object, the terminal can similarly control the controlled character's movement changes on that terrain object based on terrain data. Furthermore, by reducing the burden on the player and simplifying the method of controlling the controlled character from the player, the player can concentrate more energy on other aspects of the game, enhancing the player's sense of immersion and other aspects of the game experience.

[0209] For the sake of brevity, the embodiments of the method will be referred to as a series of operation combinations. However, those skilled in the art will understand that the embodiments of this disclosure are not limited to the described order of operations, and that according to the embodiments of this disclosure, some steps may be performed in other orders or simultaneously. Furthermore, those skilled in the art will understand that all embodiments described in the specification are preferred embodiments, and such operations are not necessarily essential to the embodiments of this disclosure.

[0210] Referring to Figure 7, a schematic diagram of the structure of a controllable character movement control device provided in one embodiment of the present disclosure is shown, which provides a graphical user interface via an electronic terminal, and the electronic terminal displays a virtual scene and a controllable character located in the virtual scene via the graphical user interface.

[0211] Specifically, it can include modules such as the following:

[0212] The operation response - special ability movement state transition module 701 is for entering a special ability movement state in response to an operation on the controlled character, where the special ability movement state is a state in which the controlled character is controlled to automatically pass through terrain objects based on terrain data.

[0213] The terrain object and terrain data determination module 702 is for determining terrain objects and terrain data in a virtual scene in response to the controlled character moving within the virtual scene in a special movement state.

[0214] The Special Skill - Terrain Object Control Module 703 is designed to control the controlled character so that it automatically passes through terrain objects using special skill movement actions adapted to terrain data.

[0215] In one embodiment of the present disclosure, the step of entering a special movement state in response to an operation on the controlled character includes, when the controlled character is moving a horizontal terrain object in the virtual scene in the basic movement state, the step of entering a special movement state in response to an operation on the controlled character, and the step of controlling the controlled character to move a horizontal terrain object or a vertical terrain object in the virtual scene in the special movement state, wherein the basic movement state is a state in which the controlled character is controlled to move based on an operation on the controlled character by the player.

[0216] In one embodiment of the present disclosure, the step of entering a special movement state in response to an operation on the controlled character includes, when the controlled character is in the air, the step of entering a special movement state in response to an operation on the controlled character and controlling the controlled character to perform a dash action in the direction of movement.

[0217] In one embodiment of the present disclosure, when the controlled character is in the air, the controlled character enters a special movement state in response to an operation on the controlled character, is controlled to perform a dash in the direction of movement, and then, in the process of the controlled character performing the dash, is controlled to move from the air to the vertical terrain object in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of movement.

[0218] In one embodiment of the present disclosure, the step of controlling a controlled character to move from the air to a vertical terrain object includes the steps of controlling the controlled character to perform a dash to move to a first detection point corresponding to the vertical terrain object, where the first detection point is a jump point from the air to the vertical terrain object, and controlling the controlled character to perform a jump to move from the first detection point to the vertical terrain object, and also controlling the controlled character to move along the vertical plane of the vertical terrain object.

[0219] In one embodiment of the present disclosure, the step of determining terrain objects and terrain data of terrain objects in a virtual scene in response to a controlled character moving within the virtual scene in a special movement state includes the step of acquiring terrain data of a lateral terrain object in response to a controlled character moving along a lateral terrain object in a special movement state. Here, the lateral terrain object is a ground object or a water surface object. The lateral terrain object includes one or more obstacles. The step of controlling the controlled character to automatically pass over terrain objects with a special movement action adapted to the terrain data includes the step of controlling the controlled character to automatically pass over or over obstacles of the lateral terrain object with a special movement action adapted to the terrain data.

[0220] In one embodiment of the present disclosure, the step of controlling a controlled character to automatically pass over or on the surface of an obstacle of a lateral terrain object using a special movement action adapted to terrain data includes, if the terrain data indicates that a first obstacle exists in the direction of movement of the controlled character, determining a first dimension parameter of the first obstacle and controlling the controlled character to pass over or on the surface of the first obstacle using a special movement action adapted to the first dimension parameter.

[0221] In one embodiment of the present disclosure, the first dimension parameter further includes height information and width information of a first obstacle, and the step of controlling a controlled character to pass over or on the surface of the first obstacle with a special movement action adapted to the first dimension parameter includes, if the width information is less than a preset width threshold, the step of controlling the controlled character to jump over the first obstacle from above according to a jump action adapted to the height information, and if the width information is equal to or greater than a preset width threshold, the step of controlling the controlled character to jump onto the first obstacle from the surface of a lateral terrain object according to a jump action adapted to the height information so as to pass over the first obstacle from the surface of the first obstacle.

[0222] In one embodiment of the present disclosure, the system is further configured as follows: When the controlled character moves to a first overcoming position during the jumping process, a second obstacle is detected by turning on a second forward-facing detection along the direction of movement of the controlled character. Here, the first overcoming position is the position on the overcoming trajectory where the controlled character overcomes the first obstacle. When the controlled character moves to a second overcoming position, the first forward-facing detection for acquiring terrain data is turned off. Here, the second overcoming position is a position in the overcoming trajectory prior to the first overcoming position, and the detection distance of the first forward-facing detection is greater than the detection distance of the second forward-facing detection. When the controlled character moves to a third overcoming position, the second forward-facing detection is turned off, and the first forward-facing detection along the direction of movement of the controlled character is turned on, and the third overcoming position is a position at a preset height in the falling phase of the overcoming trajectory after the first overcoming position.

[0223] In one embodiment of the present disclosure, the following configuration is further established: When the controlled character detects a second obstacle in the direction of movement of the controlled character after the first forward-facing detection is turned on at a third crossover position, the second dimensional parameter of the second obstacle is determined, and the controlled character is controlled to pass over or on the surface of the second obstacle using a special movement action adapted to the second dimensional parameter. When the controlled character detects a second obstacle after the second forward-facing detection is turned on at a first crossover position, the controlled character performs a dash action in the direction of movement, and if the second obstacle satisfies a preset climbing condition, the controlled character is controlled to move from the air to a vertical terrain object consisting of the second obstacle.

[0224] In one embodiment of the present disclosure, the following configuration is further established: When the controlled character moves to a fourth crossover position, the current distance from the ground of the controlled character is detected downwards. Here, the fourth crossover position is the position after the controlled character has crossed the highest point in the crossover trajectory of the first obstacle. If it is detected that the current distance from the ground is the second distance from the ground, the controlled object is controlled to perform a landing action.

[0225] In one embodiment of the present disclosure, the step of controlling a controlled character to pass over or on the surface of an obstacle of a lateral terrain object using a special movement motion adapted to terrain data includes, if the terrain data indicates that a first depression exists in the direction of movement of the controlled character, the step of determining the height information of the controlled character's current position relative to a first depression, and the step of controlling the controlled character to jump down from its current position to the first depression according to a jump motion adapted to the height information.

[0226] In one embodiment of the present disclosure, the step of determining terrain objects and terrain data of terrain objects in a virtual scene in response to a controlled character moving within the virtual scene in a special movement state includes the step of controlling the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of the controlled character's movement when the controlled character moves along a horizontal terrain object in the virtual scene in a special movement state, and the step of acquiring terrain data of the vertical surface in response to the controlled character moving along the vertical surface of a vertical terrain object in a special movement state. The step of controlling the controlled character to automatically pass through terrain objects with a special movement action adapted to the terrain data includes the step of controlling the controlled character to move along the vertical surface of a vertical terrain object with a movement action adapted to the terrain data.

[0227] In one embodiment of the present disclosure, the step of controlling a controlled character to move along the longitudinal surface of a longitudinal terrain object in a movement motion adapted to terrain data includes the step of controlling the controlled character to perform a jump motion to reach a recessed area if the terrain data indicates that a recessed area exists in the direction of the controlled character's movement.

[0228] In one embodiment of the present disclosure, the step of controlling a controlled character to move along the longitudinal plane of a longitudinal terrain object with a movement motion adapted to terrain data includes, if the terrain data indicates that an obstacle exists in the direction of movement of the controlled character, the step of determining a movement motion in which the controlled character moves to or over an obstacle based on the dimensional parameters of the obstacle, and the step of controlling the controlled character to move along the longitudinal plane based on the movement motion.

[0229] In one embodiment of the present disclosure, the step of controlling a controlled character to move along the vertical plane of a vertical terrain object with a movement operation adapted to terrain data includes, if the terrain data indicates that a second vertical plane region exists in the direction of movement of the controlled character, and the second vertical plane region protrudes from the first vertical plane region where the controlled character is currently located, the step of controlling the controlled character to perform an escape operation and a jump-up operation to reach the second vertical plane region.

[0230] In one embodiment of the present disclosure, the step of controlling a controlled character to move from a horizontal terrain object to a vertical terrain object in a virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of movement of the controlled character includes the step of controlling a controlled character to move from a horizontal terrain object to a vertical terrain object in a virtual scene in response to the presence of a vertical terrain object within a pre-set distance threshold in the direction of movement of the controlled character and the height of the vertical terrain object being greater than or equal to a pre-set height threshold.

[0231] In one embodiment of the present disclosure, the step of controlling a controlled character to move from a horizontal terrain object to a vertical terrain object in a virtual scene includes: obtaining an attitude tilt angle for jumping to the vertical terrain object in response to the controlled character moving to a second detection point of the horizontal terrain object, where the second detection point is the jump point from the horizontal terrain object to the vertical terrain object; determining the attachment point of the controlled character from the vertical terrain object based on the relative distance and attitude tilt angle between the second detection point and the vertical terrain object; and controlling the controlled character to jump from the second detection point to the attachment point at the attitude tilt angle.

[0232] In the embodiments of this disclosure, the controlled character enters a special movement state in response to an operation on the controlled character, which is a state in which the controlled character is controlled to automatically pass through terrain objects based on terrain data. Subsequently, in response to the controlled character moving within the virtual scene in the special movement state, the terrain objects and the terrain data of the terrain objects in the virtual scene are determined, thereby controlling the controlled character to automatically pass through terrain objects with a special movement action adapted to the terrain data, and controlling the controlled character to automatically move with a special movement action adapted to the terrain data. This enables adaptation to different terrain conditions and the acquisition of a relatively fast movement speed, improving the smoothness of the controlled character's exploration in the open world.

[0233] One embodiment of the present disclosure further provides an electronic device which may include a processor, memory, and a computer program stored in the memory and executable by the processor, and when the computer program is executed by the processor, the following steps of the above-described method for controlling the movement of a controlled character are realized.

[0234] In response to an action performed on the controlled character, it enters a special movement state, in which the controlled character is controlled to automatically pass through terrain objects based on terrain data.

[0235] In response to the controlled character moving within the virtual scene while in a special movement state, terrain objects and their terrain data are determined within the virtual scene.

[0236] The controlled character automatically passes through terrain objects using special movement actions adapted to the terrain data.

[0237] The step of entering a special movement state in response to the above-mentioned operation on the controlled character can be selectively implemented by the following steps: When the controlled character moves horizontally on terrain objects in the virtual scene in the basic movement state, it enters a special movement state in response to the operation on the controlled character. The basic movement state is a state in which the controlled character is controlled to move based on the player's operation on the controlled character. The controlled character is controlled to move on horizontal or vertical terrain objects in the virtual scene in the special movement state.

[0238] The step of entering a special movement state in response to an operation on the controlled character can be selectively achieved by the following steps: When the controlled character is in the air, the controlled character enters a special movement state in response to an operation on the controlled character and is controlled to perform a dash in the direction of movement.

[0239] Optionally, when the controlled character is in the air, in response to an action on the controlled character, the system can enter a special movement state, control the controlled character to perform a dash in the direction of movement, and then perform the following steps: In the process of the controlled character performing the dash, in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of movement, the system can control the character to move from the air to the vertical terrain object.

[0240] The step of controlling the controlled character to move from the air to a vertical terrain object can be achieved by the following steps: The controlled character is controlled to perform a dash to a first detection point corresponding to the vertical terrain object, where the first detection point is a jump point from the air to the vertical terrain object. The controlled character is also controlled to perform a jump to move from the first detection point to the vertical terrain object, and to move along the vertical plane of the vertical terrain object.

[0241] The step of determining terrain objects and terrain data in a virtual scene in response to the controlled character moving within the virtual scene in a special movement state can be achieved by the following steps: In response to the controlled character moving along a horizontal terrain object in a special movement state, terrain data of the horizontal terrain object is obtained. Here, the horizontal terrain object is a ground object or a water surface object, and the horizontal terrain object includes one or more obstacles. The step of controlling the controlled character to automatically pass over terrain objects with a special movement action adapted to the terrain data includes the step of controlling the controlled character to automatically pass over or over obstacles on the horizontal terrain object with a special movement action adapted to the terrain data.

[0242] The step of controlling the controlled character to automatically pass over or over obstacles of lateral terrain objects using a special movement action adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a first obstacle exists in the direction of movement of the controlled character, determine the first dimension parameter of the first obstacle and control the controlled character to pass over or over the first obstacle using a special movement action adapted to the first dimension parameter.

[0243] Selectively, the above first dimension parameter further includes height and width information of the first obstacle, and the step of controlling the controlled character to pass over or on the surface of the first obstacle with a special movement action adapted to the first dimension parameter can be achieved by the following steps: If the width information is less than a preset width threshold, the controlled character is controlled to jump over the first obstacle from above, according to a jump action adapted to the height information. If the width information is greater than or equal to a preset width threshold, the controlled character is controlled to jump onto the first obstacle from the surface of a lateral terrain object so as to pass over the first obstacle from the surface of the first obstacle, according to a jump action adapted to the height information.

[0244] Optionally, the following steps can also be performed: When the controlled character jumps and moves to a first overhang position, a second obstacle is detected by turning on a second forward-facing detection along the controlled character's direction of movement. Here, the first overhang position is the position on the overhang trajectory where the controlled character jumps over the first obstacle. When the controlled character moves to a second overhang position, the first forward-facing detection for acquiring terrain data is turned off. Here, the second overhang position is a position on the overhang trajectory prior to the first overhang position, and the detection distance of the first forward-facing detection is greater than the detection distance of the second forward-facing detection. When the controlled character moves to a third overhang position, the second forward-facing detection is turned off, and the first forward-facing detection along the controlled character's direction of movement is turned on, with the third overhang position being a preset height position in the fall phase of the overhang trajectory after the first overhang position.

[0245] Optionally, the following steps can also be performed: If the controlled character detects a second obstacle in the direction of movement after the first forward-facing detection is turned on at the third crossover position, the second dimension parameter of the second obstacle is determined, and the controlled character is controlled to pass over or on the surface of the second obstacle using a special movement action adapted to the second dimension parameter. If the controlled character detects a second obstacle after the second forward-facing detection is turned on at the first crossover position, the controlled character performs a dash action in the direction of movement, and if the second obstacle meets the pre-set climbing conditions, the controlled character is controlled to move from the air to the vertical terrain object consisting of the second obstacle.

[0246] Optionally, the following steps can also be performed: If the controlled character moves to the fourth crossover position, the controlled character's current ground-off distance is detected downwards. Here, the fourth crossover position is the position after the controlled character has crossed the highest point of the crossover trajectory of the first obstacle. If it is detected that the current ground-off distance is the second ground-off distance, the controlled object is controlled to perform a landing action.

[0247] The step of controlling the controlled character to pass over or over obstacles of lateral terrain objects using a special movement action adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a first depression exists in the direction of the controlled character's movement, determine the height information of the controlled character's current position relative to the first depression. Control the controlled character to jump down from their current position to the first depression according to a jump action adapted to the height information.

[0248] The step of determining terrain objects and terrain data in the virtual scene in response to the controlled character moving within the virtual scene in a special movement state can be achieved by the following steps: When the controlled character moves horizontally through terrain objects in the virtual scene in a special movement state, the controlled character is controlled to move from the horizontal terrain object to the vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of the controlled character's movement. The terrain data of the vertical surface is acquired in response to the controlled character moving along the vertical surface of the vertical terrain object in a special movement state. The step of controlling the controlled character to automatically pass through terrain objects with a special movement action adapted to the terrain data can be achieved by the following steps: The controlled character is controlled to move along the vertical surface of the vertical terrain object with a movement action adapted to the terrain data.

[0249] The step of controlling the controlled character to move along the vertical plane of a vertical terrain object with a movement action adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a recessed area exists in the direction of the controlled character's movement, the controlled character is controlled to perform a jump action to reach the recessed area.

[0250] The step of controlling the controlled character to move along the vertical plane of a vertical terrain object with a movement motion adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that an obstacle exists in the direction of the controlled character's movement, the movement motion of the controlled character is determined based on the obstacle's dimension parameters, such as moving to the obstacle or going over the obstacle. Based on the movement motion, the controlled character is controlled to move along the vertical plane.

[0251] The step of controlling the controlled character to move along the vertical plane of a vertical terrain object with a movement motion adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a second vertical plane region exists in the direction of the controlled character's movement, and the second vertical plane region protrudes from the first vertical plane region where the controlled character is currently located, the controlled character is controlled to perform an escape motion and a jump-up motion to reach the second vertical plane region.

[0252] The step of controlling the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies the above-mentioned pre-set climbing conditions in the direction of the controlled character's movement can be achieved by the following steps: Control the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene in response to the presence of a vertical terrain object within a pre-set distance threshold in the direction of the controlled character's movement and the height of the vertical terrain object being greater than or equal to a pre-set height threshold.

[0253] The step of controlling the above-mentioned controlled character to move from a horizontal terrain object to a vertical terrain object in a virtual scene, in a selectable manner, can be achieved by the following steps: In response to the controlled character moving to a second detection point on the horizontal terrain object, the attitude tilt angle for jumping to the vertical terrain object is obtained, and the second detection point is the jump point where the character moves from the horizontal terrain object to the vertical terrain object. Based on the relative distance and attitude tilt angle between the second detection point and the vertical terrain object, the attachment point of the controlled character from the vertical terrain object is determined. The controlled character is controlled to jump from the second detection point to the attachment point at the attitude tilt angle.

[0254] In response to input on the controlled character, the system enters a special movement state, which controls the controlled character to automatically pass through terrain objects based on terrain data. Subsequently, in response to the controlled character moving within the virtual scene in the special movement state, the system determines the terrain objects and their terrain data within the virtual scene. This allows the controlled character to automatically pass through terrain objects with special movement movements adapted to the terrain data, enabling adaptation to different terrain conditions and achieving a relatively fast movement speed, thereby improving the smoothness of the controlled character's exploration in the open world.

[0255] One embodiment of the present disclosure further provides a computer-readable storage medium storing a computer program, wherein when the computer program is executed by a processor, the following steps of the above-described method for controlling the movement of a controlled character are realized.

[0256] In response to an action performed on the controlled character, it enters a special movement state, in which the controlled character is controlled to automatically pass through terrain objects based on terrain data.

[0257] In response to the controlled character moving within the virtual scene while in a special movement state, terrain objects and their terrain data are determined within the virtual scene.

[0258] The controlled character automatically passes through terrain objects using special movement actions adapted to the terrain data.

[0259] The step of entering a special movement state in response to the above-mentioned operation on the controlled character can be selectively implemented by the following steps: When the controlled character moves horizontally on terrain objects in the virtual scene in the basic movement state, it enters a special movement state in response to the operation on the controlled character. The basic movement state is a state in which the controlled character is controlled to move based on the player's operation on the controlled character. The controlled character is controlled to move on horizontal or vertical terrain objects in the virtual scene in the special movement state.

[0260] The step of entering a special movement state in response to an operation on the controlled character can be selectively achieved by the following steps: When the controlled character is in the air, the controlled character enters a special movement state in response to an operation on the controlled character and is controlled to perform a dash in the direction of movement.

[0261] Optionally, when the controlled character is in the air, in response to an action on the controlled character, the system can enter a special movement state, control the controlled character to perform a dash in the direction of movement, and then perform the following steps: In the process of the controlled character performing the dash, in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of movement, the system can control the character to move from the air to the vertical terrain object.

[0262] The step of controlling the controlled character to move from the air to a vertical terrain object can be achieved by the following steps: The controlled character is controlled to perform a dash to a first detection point corresponding to the vertical terrain object, where the first detection point is a jump point from the air to the vertical terrain object. The controlled character is also controlled to perform a jump to move from the first detection point to the vertical terrain object, and to move along the vertical plane of the vertical terrain object.

[0263] The step of determining terrain objects and terrain data in a virtual scene in response to the controlled character moving within the virtual scene in a special movement state can be achieved by the following steps: In response to the controlled character moving along a horizontal terrain object in a special movement state, terrain data of the horizontal terrain object is obtained. Here, the horizontal terrain object is a ground object or a water surface object, and the horizontal terrain object includes one or more obstacles. The step of controlling the controlled character to automatically pass over terrain objects with a special movement action adapted to the terrain data includes the step of controlling the controlled character to automatically pass over or over obstacles on the horizontal terrain object with a special movement action adapted to the terrain data.

[0264] The step of controlling the controlled character to automatically pass over or over obstacles of lateral terrain objects using a special movement action adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a first obstacle exists in the direction of movement of the controlled character, determine the first dimension parameter of the first obstacle and control the controlled character to pass over or over the first obstacle using a special movement action adapted to the first dimension parameter.

[0265] Selectively, the above first dimension parameter further includes height and width information of the first obstacle, and the step of controlling the controlled character to pass over or on the surface of the first obstacle with a special movement action adapted to the first dimension parameter can be achieved by the following steps: If the width information is less than a preset width threshold, the controlled character is controlled to jump over the first obstacle from above according to a jump action adapted to the height information. If the width information is greater than or equal to a preset width threshold, the controlled character is controlled to jump onto the first obstacle from the surface of a lateral terrain object so as to pass over the first obstacle from the surface of the first obstacle according to a jump action adapted to the height information.

[0266] Optionally, the following steps can also be performed: When the controlled character jumps and moves to a first overhang position, a second obstacle is detected by turning on a second forward-facing detection along the controlled character's direction of movement. Here, the first overhang position is the position on the overhang trajectory where the controlled character jumps over the first obstacle. When the controlled character moves to a second overhang position, the first forward-facing detection for acquiring terrain data is turned off. Here, the second overhang position is a position on the overhang trajectory prior to the first overhang position, and the detection distance of the first forward-facing detection is greater than the detection distance of the second forward-facing detection. When the controlled character moves to a third overhang position, the second forward-facing detection is turned off, and the first forward-facing detection along the controlled character's direction of movement is turned on, with the third overhang position being a preset height position in the fall phase of the overhang trajectory after the first overhang position.

[0267] Optionally, the following steps can also be performed: If the controlled character detects a second obstacle in the direction of movement after the first forward-facing detection is turned on at the third crossover position, the second dimension parameter of the second obstacle is determined, and the controlled character is controlled to pass over or on the surface of the second obstacle using a special movement action adapted to the second dimension parameter. If the controlled character detects a second obstacle after the second forward-facing detection is turned on at the first crossover position, the controlled character performs a dash action in the direction of movement, and if the second obstacle meets the pre-set climbing conditions, the controlled character is controlled to move from the air to the vertical terrain object consisting of the second obstacle.

[0268] Optionally, the following steps can also be performed: If the controlled character moves to the fourth crossover position, the controlled character's current distance from the ground is detected downwards. Here, the fourth crossover position is the point after the controlled character has crossed the highest point in the crossover trajectory of the first obstacle. This is the position. If it is detected that the current distance from the ground is equal to the second distance from the ground, the controlled object is controlled to perform a landing action.

[0269] The step of controlling the controlled character to pass over or over obstacles of lateral terrain objects using a special movement action adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a first depression exists in the direction of the controlled character's movement, determine the height information of the controlled character's current position relative to the first depression. Control the controlled character to jump down from their current position to the first depression according to a jump action adapted to the height information.

[0270] The step of determining terrain objects and terrain data in the virtual scene in response to the controlled character moving within the virtual scene in a special movement state can be achieved by the following steps: When the controlled character moves horizontally through terrain objects in the virtual scene in a special movement state, the controlled character is controlled to move from the horizontal terrain object to the vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of the controlled character's movement. The terrain data of the vertical surface is acquired in response to the controlled character moving along the vertical surface of the vertical terrain object in a special movement state. The step of controlling the controlled character to automatically pass through terrain objects with a special movement action adapted to the terrain data can be achieved by the following steps: The controlled character is controlled to move along the vertical surface of the vertical terrain object with a movement action adapted to the terrain data.

[0271] The step of controlling the controlled character to move along the vertical plane of a vertical terrain object with a movement action adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a recessed area exists in the direction of the controlled character's movement, the controlled character is controlled to perform a jump action to reach the recessed area.

[0272] The step of controlling the controlled character to move along the vertical plane of a vertical terrain object with a movement motion adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that an obstacle exists in the direction of the controlled character's movement, the movement motion of the controlled character is determined based on the obstacle's dimension parameters, such as moving to the obstacle or going over the obstacle. Based on the movement motion, the controlled character is controlled to move along the vertical plane.

[0273] The step of controlling the controlled character to move along the vertical plane of a vertical terrain object with a movement motion adapted to the terrain data described above can be achieved by the following steps: If the terrain data indicates that a second vertical plane region exists in the direction of the controlled character's movement, and the second vertical plane region protrudes from the first vertical plane region where the controlled character is currently located, the controlled character is controlled to perform an escape motion and a jump-up motion to reach the second vertical plane region.

[0274] The step of controlling the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies the above-mentioned pre-set climbing conditions in the direction of the controlled character's movement can be achieved by the following steps: Control the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene in response to the presence of a vertical terrain object within a pre-set distance threshold in the direction of the controlled character's movement and the height of the vertical terrain object being greater than or equal to a pre-set height threshold.

[0275] The step of controlling the above-mentioned controlled character to move from a horizontal terrain object to a vertical terrain object in a virtual scene, in a selectable manner, can be achieved by the following steps: In response to the controlled character moving to a second detection point on the horizontal terrain object, the attitude tilt angle for jumping to the vertical terrain object is obtained, and the second detection point is the jump point where the character moves from the horizontal terrain object to the vertical terrain object. Based on the relative distance and attitude tilt angle between the second detection point and the vertical terrain object, the attachment point of the controlled character from the vertical terrain object is determined. The controlled character is controlled to jump from the second detection point to the attachment point at the attitude tilt angle.

[0276] In response to input on the controlled character, the system enters a special movement state, which controls the controlled character to automatically pass through terrain objects based on terrain data. Subsequently, in response to the controlled character moving within the virtual scene in the special movement state, the system determines the terrain objects and their terrain data within the virtual scene. This allows the controlled character to automatically pass through terrain objects with special movement movements adapted to the terrain data, enabling adaptation to different terrain conditions and achieving a relatively fast movement speed, thereby improving the smoothness of the controlled character's exploration in the open world.

[0277] Since the examples of the apparatus are basically similar to the examples of the method, their explanation is relatively simple, and you can refer to some of the explanations of the examples of the method for the relevant parts.

[0278] Furthermore, all user information (including, but not limited to, user device information and user personal information) and data (including, but not limited to, analytical data, stored data, and display data) relating to this disclosure are permitted by the user or fully permitted by each party, and the collection, use, and processing of the relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions, and corresponding access points will be provided so that the user can choose to permit or refuse.

[0279] Each example in this specification is described progressively, with each example focusing on its differences from other examples, and any similar or identical parts between examples should be referenced to one another.

[0280] Those skilled in the art will know that embodiments of the present disclosure may be provided as methods, apparatus, or computer program products. Accordingly, embodiments of the present disclosure may take the form of complete hardware embodiments, complete software embodiments, or embodiments combining software and hardware. Furthermore, embodiments of the present disclosure may take the form of computer program products implemented on a computer-compatible storage medium (including, but not limited to, magnetic disk memory, CD-ROM, optical memory, etc.) containing one or more computer-compatible program codes.

[0281] The embodiments of this disclosure will be described with reference to flowcharts and / or block diagrams of methods, terminal devices (systems), and computer program products relating to the embodiments of this disclosure. It should be understood that each flow and / or block in the flowcharts and / or block diagrams, and combinations of flows and / or blocks in the flowcharts and / or block diagrams, can be realized by computer program commands. These computer program commands can be issued to the processor of a general-purpose computer, a dedicated computer, an embedded processor, or other programmable data processing terminal device to generate a machine such that the commands executed by the processor of the computer or other programmable data processing terminal device generate a device for realizing one flow in a flowchart or one or more flows and / or blocks in one or more blocks in a block diagram.

[0282] These computer program commands may be stored in computer-readable memory that can operate a computer or other programmable data processing terminal in a specific manner, thereby generating a product that includes a command device for the commands stored in the computer-readable memory, and the command device implements a function specified in one or more flows of a flowchart and / or one or more blocks of a block diagram.

[0283] These computer program commands are loaded into a computer or other programmable data processing terminal device, and by executing a series of operation steps on the computer or other programmable terminal device to generate a process implemented by the computer, the commands executed on the computer or other programmable terminal device provide steps for realizing the functions specified by one or more flows of the flowchart and / or one or more blocks of the block diagram.

[0284] Preferred embodiments of the examples of the present disclosure have been described. However, those skilled in the art can make further changes and modifications to these embodiments if they know the basic inventive concept. Therefore, the appended claims are intended to cover the preferred embodiments and all changes and modifications that fall within the scope of the examples of the present disclosure.

[0285] Finally, in this text, relative terms such as first and second are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply that there is any actual relationship or order between these entities or operations. Further, the term "comprising", "including" or any other variation thereof is intended to cover non-exclusive inclusion. A process, method, article, or terminal device that includes a series of elements includes not only those elements but also other elements not expressly listed, or further includes elements specific to such a process, method, article, or terminal device. Without more limitations, the elements defined by the phrase "comprising one..." do not exclude the presence of other identical elements in the process, method, article, or terminal device that includes the element.

[0286] The methods, apparatus, devices, and media for controlling the movement of a controlled character have been described in detail above, and the principles and embodiments of the disclosure have been described by applying specific examples in the text. However, the above description of embodiments is intended to help understand the methods and central ideas of the disclosure, and at the same time, those skilled in the art will know that there are modifications in specific embodiments and scope of application based on the ideas of the disclosure, and therefore, the contents of this specification should not be understood as limiting the disclosure.

Claims

1. A method for controlling the movement of a controlled character, wherein a graphical user interface is provided via an electronic terminal, and the electronic terminal displays a virtual scene and a controlled character located in the virtual scene via the graphical user interface, A step in which, in response to an operation on the controlled character, the character enters a special movement state, wherein the special movement state is a state in which the controlled character is controlled to automatically pass through terrain objects based on terrain data, In response to the controlled character moving within the virtual scene in the special movement state, the steps include determining terrain objects and terrain data of the terrain objects in the virtual scene, The step includes controlling the controlled character to automatically pass over the terrain object using a special movement action adapted to the terrain data. A method for controlling the movement of a controlled character.

2. The step of entering a special move state in response to an operation on the controlled character is: When the controlled character moves a horizontal terrain object in the virtual scene in the basic movement state, the step of entering a special movement state in response to an operation on the controlled character, wherein the basic movement state is a state in which the controlled character is controlled to move based on an operation on the controlled character by the player, The step of controlling the controlled character to move horizontal terrain objects or vertical terrain objects in the virtual scene while in the special movement state includes: A method for controlling the movement of a controlled character according to claim 1.

3. The step of entering a special move state in response to an operation on the controlled character is: The steps include, when the controlled character is in the air, entering the special movement state in response to an operation on the controlled character, and controlling the controlled character to perform a dash in the direction of movement. A method for controlling the movement of a controlled character according to claim 1.

4. When the controlled character is in the air, the movement control method, in response to an operation on the controlled character, enters the special movement state and controls the controlled character to perform a dash in the direction of movement, and then, The process by which the controlled character performs the dashing motion further includes the step of controlling the controlled character to move from the air to the vertical terrain object in response to the presence of a vertical terrain object that satisfies a preset climbing condition in the direction of movement. A method for controlling the movement of a controlled character according to claim 3.

5. The step of controlling the controlled character to move from the air to the vertical terrain object is: The controlled character is controlled to perform a dash action to move to a first detection point corresponding to the vertical terrain object, and the first detection point is a jump point from the air to the vertical terrain object. The steps include controlling the controlled character to perform a jump motion to move from the first detection point to the vertical terrain object, and controlling the controlled character to move along the vertical surface of the vertical terrain object. The method for controlling the movement of a controlled character according to claim 4.

6. In response to the controlled character moving within the virtual scene in the special movement state, the step of determining terrain objects and terrain data of the terrain objects in the virtual scene is: A step of acquiring terrain data of a horizontal terrain object in response to the controlled character moving a horizontal terrain object in the special movement state, wherein the horizontal terrain object is a ground object or a water surface object, and the horizontal terrain object includes one or more obstacles. The step of controlling the controlled character to automatically pass through the terrain object using a special movement action adapted to the terrain data is: The step includes controlling the controlled character to automatically pass over or over obstacles of the lateral terrain objects using a special movement action adapted to the terrain data. A method for controlling the movement of a controlled character according to claim 1.

7. The step of controlling the controlled character to automatically pass over or over obstacles of the lateral terrain objects using a special movement action adapted to the terrain data is: If the terrain data indicates that a first obstacle exists in the direction of movement of the controlled character, the steps include determining the first dimensional parameter of the first obstacle, The process includes the step of controlling the controlled character to pass over or on the surface of the first obstacle using a special movement motion adapted to the first dimensional parameter. The method for controlling the movement of a controlled character according to claim 6.

8. The first dimension parameter further includes height and width information of the first obstacle, and the step of controlling the controlled character to pass over or on the surface of the first obstacle with a special movement action adapted to the first dimension parameter is: If the width information is less than a preset width threshold, the controlled character is controlled to jump over the first obstacle from above the first obstacle in accordance with a jump action adapted to the height information. The process includes the step of controlling the controlled character to jump from the surface of the horizontal terrain object to the first obstacle and pass through the first obstacle from its surface, in accordance with a jump action adapted to the height information, if the width information is greater than or equal to a preset width threshold. The method for controlling the movement of a controlled character according to claim 7.

9. In the process of the controlled character jumping, when the controlled character moves to a first overpass position, the step is to turn on a second forward detection along the direction of movement of the controlled character to detect a second obstacle, wherein the first overpass position is a position on the overpass trajectory in which the controlled character overcomes the first obstacle. When the controlled character moves to a second crossover position, the first forward-facing detection for acquiring the terrain data is turned off, wherein the second crossover position is a position ahead of the first crossover position in the crossover trajectory, and the detection distance of the first forward-facing detection is greater than the detection distance of the second forward-facing detection. The steps include, when the controlled character moves to a third overpass position, turning off the second forward-facing detection and turning on the first forward-facing detection along the direction of movement of the controlled character, wherein the third overpass position is a preset height position in the falling phase of the overpass trajectory after the first overpass position. The method for controlling the movement of a controlled character according to claim 8.

10. If the controlled character detects a second obstacle in the direction of movement of the controlled character after the first forward-facing detection is turned on at the third crossover position, the second dimensional parameter of the second obstacle is determined, and the controlled character is controlled to pass over or on the surface of the second obstacle using a special movement action adapted to the second dimensional parameter. The process further includes the step of controlling the controlled character to perform a dash action in the direction of movement if the controlled character detects a second obstacle after turning on the second forward-facing detection at the first crossover position, and if the second obstacle satisfies a preset climbing condition, to move from the air to a vertical terrain object consisting of the second obstacle. A method for controlling the movement of a controlled character according to claim 9.

11. When the controlled character moves to a fourth overcoming position, the step of detecting the current distance of the controlled character from the ground downwards, wherein the fourth overcoming position is the position after the controlled character has crossed the highest point in the overcoming trajectory of the first obstacle, The step of controlling the controlled object to perform a landing action if it is detected that the current distance from the ground is a second distance from the ground. The method for controlling the movement of a controlled character according to claim 8.

12. The step of controlling the controlled character to pass over or on the surface of the obstacle of the lateral terrain object using a special movement action adapted to the terrain data is: If the terrain data indicates that a first depression exists in the direction of movement of the controlled character, the steps include determining the height information of the current position of the controlled character relative to the first depression, The step includes controlling the controlled character to jump down from its current position into the first depression in accordance with a jump motion adapted to the height information. The method for controlling the movement of a controlled character according to claim 6.

13. In response to the controlled character moving within the virtual scene in the special movement state, the step of determining terrain objects and terrain data of the terrain objects in the virtual scene is: When the controlled character moves horizontally through terrain objects in the virtual scene while in the special movement state, the controlled character is controlled to move from the horizontal terrain object to the vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of the controlled character's movement. The step of acquiring terrain data of the vertical surface in response to the controlled character moving along the vertical surface of the vertical terrain object in the special movement state, The step of controlling the controlled character to automatically pass through the terrain object using a special movement action adapted to the terrain data is: The step includes controlling the controlled character to move along the vertical plane of the vertical terrain object using movement movements adapted to the terrain data. A method for controlling the movement of a controlled character according to claim 1.

14. The step of controlling the controlled character to move along the vertical plane of the vertical terrain object using movement movements adapted to the terrain data is: If the terrain data indicates that a recessed area exists in the direction of movement of the controlled character, the control includes the step of controlling the controlled character to perform a jump action to reach the recessed area. The method for controlling the movement of a controlled character according to claim 13.

15. The step of controlling the controlled character to move along the vertical plane of the vertical terrain object using movement movements adapted to the terrain data is: If the terrain data indicates that an obstacle exists in the direction of movement of the controlled character, the steps include determining a movement action for the controlled character, such as moving to the obstacle or going over the obstacle, based on the dimensional parameters of the obstacle. The step includes controlling the controlled character to move along the vertical plane based on the aforementioned movement motion. The method for controlling the movement of a controlled character according to claim 13.

16. The step of controlling the controlled character to move along the vertical plane of the vertical terrain object using movement movements adapted to the terrain data is: If the terrain data indicates that the second vertical plane region exists in the direction of movement of the controlled character, and the second vertical plane region protrudes from the first vertical plane region where the controlled character is currently located, the control includes the step of controlling the controlled character to perform a detachment operation and a jump-up operation to reach the second vertical plane region. The method for controlling the movement of a controlled character according to claim 13.

17. The step of controlling the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene in response to the presence of a vertical terrain object that satisfies pre-set climbing conditions in the direction of the controlled character's movement is: The method includes the step of controlling the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene in response to the presence of a vertical terrain object within a predetermined distance threshold in the direction of movement of the controlled character, and the height of the vertical terrain object being equal to or greater than a predetermined height threshold. The method for controlling the movement of a controlled character according to claim 13.

18. The step of controlling the controlled character to move from a horizontal terrain object to a vertical terrain object in the virtual scene is: Steps include: obtaining an attitude tilt angle for jumping to the vertical terrain object in response to the controlled character moving to a second detection point of the horizontal terrain object, where the second detection point is a jump point from the horizontal terrain object to the vertical terrain object; The steps include determining the attachment point of the controlled character from the vertical terrain object based on the relative distance between the second detection point and the vertical terrain object and the attitude tilt angle, The step includes controlling the controlled character to jump from the second detection point to the attachment point at the attitude tilt angle. The method for controlling the movement of a controlled character according to claim 17.

19. A control device for moving controlled characters provides a graphical user interface via an electronic terminal, and the electronic terminal displays a virtual scene and controlled characters located in the virtual scene via the graphical user interface. An operation response-special-movement-state transition module configured to enter a special-movement-state in response to an operation on the controlled character, wherein the special-movement-state is a state in which the controlled character is controlled to automatically pass through terrain objects based on terrain data, A terrain object and terrain data determination module is configured to determine terrain objects and terrain data in the virtual scene in response to the controlled character moving within the virtual scene in the special movement state, The system includes a special ability-terrain object control module configured to perform special ability movement actions adapted to the terrain data and to control the controlled character to automatically pass through the terrain object. A control device for moving a controlled character.

20. An electronic device comprising a processor, memory, and a computer program stored in the memory and executable by the processor, wherein when the computer program is executed by the processor, the method for controlling the movement of a controlled character according to any one of claims 1 to 18 is realized. electronic equipment.

21. A computer-readable storage medium in which a computer program is stored, wherein when the computer program is executed by a processor, the computer-readable storage medium realizes the method for controlling the movement of a controlled character according to any one of claims 1 to 18.