Methods, devices, and computer programs for controlling virtual vehicles, as well as electronic devices.

Intelligent control elements enhance virtual vehicle control accuracy by assisting in safe disengagement or continued driving, addressing the issue of low accuracy and reducing safety risks in virtual vehicle systems.

JP2026519391APending Publication Date: 2026-06-16TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-01-06
Publication Date
2026-06-16

AI Technical Summary

Technical Problem

Existing virtual vehicle control systems suffer from low accuracy, leading to frequent overturning and damage, especially at high speeds, which affects the safety of virtual characters.

Method used

Introduce intelligent control elements that assist in safely disengaging from or continuing to drive virtual vehicles based on the type of control required, using algorithms to provide real-time advice and warnings, and automatically adjust vehicle control to compensate for player errors.

Benefits of technology

Improves control accuracy, reduces the risk of tipping over and damage, and enhances player safety by providing timely and appropriate driving assistance, even in challenging conditions.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a method, apparatus, and storage medium for controlling a virtual vehicle, as well as electronic equipment. The method includes the steps of: displaying a virtual vehicle driven by a virtual character and an intelligent control element;, if the intelligent control element belongs to the disengagement control type, controlling the virtual character to safely disengage from the virtual vehicle in response to an operation triggered by the intelligent control element; and, if the intelligent control element belongs to the driving control type, assisting the intelligent control element in controlling the virtual character to continue driving the virtual vehicle safely. This application solves the technical problem of relatively low control accuracy for virtual vehicles.
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Description

Technical Field

[0001] This application relates to the technical field of games, specifically to the control technology of virtual vehicles.

[0002] This application claims the priority of a Chinese patent application filed with the China National Intellectual Property Administration on January 26, 2024, with an application number of 2024101248224 and an invention title of "Control Method, Device, and Storage Medium for Virtual Vehicle, and Electronic Device", and all of its contents are incorporated herein by reference.

Background Art

[0003] In the control scenario of virtual vehicles, usually, due to insufficient control accuracy for virtual vehicles, the situation of virtual vehicle overturning and thus damage often occurs. Especially when the running speed of the virtual vehicle is relatively fast, it is more likely to overturn, which will hurt the virtual character driving or riding the virtual vehicle.

[0004] Regarding the problem of relatively low control accuracy of virtual vehicles, currently, no effective solution has been proposed.

Summary of the Invention

Problems to be Solved by the Invention

[0005] Embodiments of this application provide a control method, device, and storage medium for virtual vehicles, and an electronic device, which can improve the control accuracy for virtual vehicles.

Means for Solving the Problems

[0006] Based on one embodiment of the present invention, a method for controlling a virtual vehicle is provided, which is performed by an electronic device and displays a virtual vehicle driven by a virtual character and an intelligent control element; if the intelligent control element belongs to a disengagement control type, the method includes the steps of responding to an operation triggered by the intelligent control element and controlling the virtual character to disengage from the virtual vehicle in a safe manner; and if the intelligent control element belongs to a driving control type, the method includes the steps of using the intelligent control element to assist the control of the virtual character in continuing to drive the virtual vehicle in a safe manner.

[0007] Based on another embodiment of the present invention, a control device for a virtual vehicle is further provided, comprising: a display unit used to display a virtual vehicle driven by a virtual character and an intelligent control element; a first control unit used to control the virtual character to safely disengage from the virtual vehicle in response to an operation triggered based on the intelligent control element, when the intelligent control element belongs to a disengagement control type; and a second control unit used to assist the intelligent control element in controlling the virtual character to continue driving the virtual vehicle in a safe manner, when the intelligent control element belongs to a driving control type.

[0008] A further embodiment of the present invention provides a computer-readable storage medium which includes a stored program which, when executed by an electronic device, performs the virtual vehicle control method described above.

[0009] A further embodiment of the present invention provides a computer program product or computer program, the computer program product or computer program comprising computer instructions, the computer instructions stored in a computer-readable storage medium. The electronic device performs the virtual vehicle control method described above by the processor of the electronic device reading the computer instructions from the computer-readable storage medium and executing the computer instructions.

[0010] Further embodiments of the present invention provide an electronic device comprising: a memory; a processor; and a computer program stored in the memory and operable on the processor, wherein the processor performs a method for controlling the virtual vehicle by the computer program. [Effects of the Invention]

[0011] An embodiment of the present invention includes the steps of: displaying a virtual vehicle driven by a virtual character and an intelligent control element; if the intelligent control element belongs to the disengagement control type, controlling the virtual character to disengage from the virtual vehicle in a safe manner in response to an operation triggered based on the intelligent control element; and if the intelligent control element belongs to the driving control type, assisting the intelligent control element in controlling the virtual character to continue driving the virtual vehicle in a safe manner. By introducing intelligent control elements, we assist in controlling the relationship between virtual characters and virtual vehicles, thereby improving the accuracy of control when virtual characters drive virtual vehicles, thus avoiding safety problems such as tipping over and damage, and enabling safe disengagement from or continued driving of virtual vehicles when necessary. Furthermore, even if the player's operation is not sufficiently accurate or real-time, the intelligent control elements can adapt and compensate to a certain extent, thereby reducing the risk of problems due to control errors, achieving the objective of improving the accuracy of control over virtual vehicles, and solving the technical problem of relatively low control accuracy over virtual vehicles.

[0012] The drawings described herein are provided for further understanding of the present application and constitute part of the present application. Schematic embodiments and their descriptions are used for interpreting the present application and do not constitute an inappropriate limitation to the present application. [Brief explanation of the drawing]

[0013] [Figure 1] This is a schematic diagram of an application environment for a control method for one selectable virtual vehicle according to an embodiment of the present application. [Figure 2] This is a schematic diagram of the process of a control method for one selectable virtual vehicle according to an embodiment of the present application. [Figure 3] This is a schematic diagram of a control method for one selectable virtual vehicle according to an embodiment of the present application. [Figure 4]This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 5] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 6] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 7] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 8] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 9] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 10] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 11] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 12] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 13] This is a schematic diagram of a control method for another selectable virtual vehicle according to an embodiment of the present invention. [Figure 14] This is a schematic diagram of a control device for one selectable virtual vehicle according to an embodiment of the present application. [Figure 15] This is a schematic diagram of the structure of one selectable electronic device according to an embodiment of the present application. [Modes for carrying out the invention]

[0014] To enable those skilled in the art to better understand the solutions of the present application, the technical solutions in the embodiments of the present application are described clearly and completely below, in conjunction with the drawings of the embodiments, and it is clear that the embodiments described are not all embodiments but only a part of the embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application, without any creative work on their part, should all fall within the scope of protection of the present application.

[0015] As a point that needs to be explained, terms such as "first" and "second" in the specification, claims, and drawings of the present application are used to distinguish similar objects, and are not necessarily used to describe a specific order or a sequential order. It should be understood that such terms can be exchanged when appropriate, and thus, the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. Also, the terms "comprising", "having", and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device comprising a series of steps or units includes not only those steps or units explicitly listed, but also other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.

[0016] Based on one aspect of the embodiments of the present application, a method for controlling a virtual vehicle is provided. Optionally, as one selectable embodiment, the method for controlling the virtual vehicle can be applied in the environment shown in FIG. 1, but is not limited thereto. Here, it may include, but is not limited to, the user device 102 and the server 112. The user device 102 may include, but is not limited to, a display 104, a processor 106, and a memory 108. The server 112 may include, but is not limited to, a database 114 and a processing engine 116.

[0017] The specific process may include the following steps.

[0018] Step S102: The user device 102 obtains a control assistance command for triggering the intelligent control element.

[0019] Step S104: The network 110 transmits the control assistance command to the server 112.

[0020] Steps S106-S108: The server 112 responds to the control assistance command via the processing engine 116, determines the type to which the intelligent control element belongs from the database 114, and further obtains an intelligent control command that assists in controlling the virtual character to safely disengage from the virtual vehicle, or an intelligent control command that assists in controlling the virtual character to continue driving the virtual vehicle safely.

[0021] Step S110: The network 110 transmits an intelligent control command to the user device 102, and the user device 102 responds to the intelligent control command with the processor 106, assisting in controlling the virtual character to safely exit the virtual vehicle or to control the virtual character to safely continue driving the virtual vehicle, displays the control result on the display 104, and stores the intelligent control command in the memory 108.

[0022] In addition to the example shown in Figure 1, the above-mentioned terminal equipment may be terminal equipment on which the target client terminal is located, and may include, but is not limited to, at least one of the following: mobile phones (e.g., Android phones, iOS phones, etc.), laptop computers, tablet computers, pocket computers, MIDs (Mobile Internet Devices), PADs, desktop computers, smart TVs, etc. The target client terminal may be a game client terminal, a video client terminal, an instant messaging client terminal, a browser client terminal, an educational client terminal, etc. The above-mentioned network may include, but is not limited to, a wired network and a wireless network, and the wired network includes a local area network, a metropolitan area network and a wide area network, and the wireless network includes Bluetooth, Wi-Fi and other networks that implement wireless communication. The above-mentioned server may be a single server, a server cluster composed of multiple servers, or a cloud server. The above is merely an example, and this embodiment does not impose any limitations thereto.

[0023] As an optional embodiment, as shown in Figure 2, the control method for the virtual vehicle may be performed by electronic equipment, which may be, for example, the user equipment shown in Figure 1, or a server, and the specific steps include the following steps.

[0024] S202: Displays a virtual vehicle driven by a virtual character, and intelligent control elements.

[0025] S204: When the intelligent control element belongs to the escape control type, it responds to the operation triggered based on the intelligent control element, controlling the virtual character to safely escape from the virtual vehicle.

[0026] S206: When the intelligent control element belongs to the driving control type, the intelligent control element assists in controlling the virtual character to keep the virtual vehicle driving safely.

[0027] Optionally, in this embodiment, the method for controlling the virtual vehicle described above can be applied to game scenes featuring virtual motorcycle vehicles, but is not limited to this. Virtual motorcycle vehicles are generally the fastest, smallest in size, offer the greatest flexibility in driving, and provide the greatest visual enjoyment, making them the first choice for high-level players. With superior driving skills, a virtual motorcycle vehicle can allow a player to reach their destination in the shortest time, or reach places inaccessible to other virtual characters, occupy advantageous terrain, and gain an advantage in combat.

[0028] However, virtual motorcycle vehicles, as two-wheeled vehicles, have relatively poor stability and are prone to tipping over. The risk of tipping over increases significantly, especially when traveling at high speeds or traversing uneven terrain. Once a tip-over occurs, the virtual character controlled by the player may be damaged, which is a disadvantage in the game. The virtual vehicle control method in the embodiment of the present invention improves the control accuracy of the virtual motorcycle vehicle by introducing an intelligent control element, thereby reducing the risk of tipping over. When a potentially dangerous situation is detected, such as excessive speed or uneven terrain, the intelligent control element will assist the player in safely dismounting from the virtual motorcycle vehicle, thus avoiding injury to the virtual character.

[0029] Furthermore, virtual motorcycle vehicles are prone to tipping over when passing over landslides or when landing after hovering and flying. This is because, at the moment of landing, changes in the contact surface can cause the virtual motorcycle vehicle to lose its balance. The intelligent control element in the virtual vehicle control method in the embodiment of this application can also function in such cases. When the virtual motorcycle vehicle is hovering and flying, it can analyze the flight path and the terrain of the landing site, and the intelligent control element can provide advice-type operation guidance, for example, by adjusting the flight attitude or landing speed, thereby helping the player control the virtual character and continue driving the motorcycle vehicle safely.

[0030] Furthermore, the virtual vehicle control method in the embodiment of the present invention can further solve the problem that virtual motorcycle vehicles lack adequate driving assistance and information notification in games. For example, when a player needs to make an emergency stop and dismount while driving a virtual motorcycle vehicle with a virtual character, the intelligent control element can provide a stop control function to assist the player in safely stopping the virtual character in an emergency. Moreover, for example, when a player controls a virtual character and relies on a virtual motorcycle vehicle to fly up a slope to a rooftop, the intelligent control element can provide clear information notification, such as the optimal takeoff point, flight path, and landing position, thereby reducing the difficulty of operation and improving the success rate.

[0031] As described above, the virtual vehicle control method in the embodiment of this application can be applied to a game scene featuring a virtual motorcycle vehicle to effectively solve problems such as poor stability, susceptibility to tipping, and lack of driving assistance and information notification for the virtual motorcycle vehicle. By introducing intelligent control elements, the accuracy of control is improved, risks are reduced, and appropriate driving assistance and information notification are provided, thereby meeting the advanced needs of players when they control a virtual character and drive a virtual motorcycle vehicle. Furthermore, the accuracy of control of the virtual motorcycle vehicle is improved, which contributes to increasing the usage rate of virtual motorcycle vehicles in games and improving the player's gaming experience.

[0032] When a player can choose to control a virtual character and drive a virtual vehicle (e.g., a virtual car, a virtual motorcycle, etc.), this embodiment will display the virtual vehicle and provide several intelligent control elements. The design of these intelligent control elements is intended to help the player control the virtual character and virtual vehicle more safely and effectively, especially when facing potential dangers or when high-difficulty operation is required.

[0033] Optionally, in this embodiment, the virtual character may be a virtual object controlled by the player in the game, representing the player's identity, and capable of performing various motions and tasks, such as driving a vehicle, running, and jumping.

[0034] Optionally, in this embodiment, the virtual vehicle may be a virtual means of transportation used by a virtual character in a virtual environment, for example, in a game or emulator. For example, automobiles, motorcycles, airplanes, and ships are used to travel quickly or perform specific tasks in a virtual world.

[0035] Optionally, in this embodiment, the intelligent control element may be a special element or function in the user interface that utilizes algorithms and preset logic to assist the player indirectly or directly in controlling virtual characters and virtual vehicles, and further provides real-time advice and warnings based on the current game state, the performance of the virtual vehicle, and the player's actions, or may automatically control the virtual character or virtual vehicle.

[0036] Optionally, in this embodiment, controlling a virtual character to safely dismount from a virtual vehicle or continue driving the virtual vehicle can be understood as a function provided by an intelligent control element, which may help the player control the virtual character when necessary so that it can safely dismount from the virtual vehicle (e.g., jump out of the car) or continue driving the vehicle in dangerous situations (e.g., prevent tipping over by an automatic stabilization system), and may also provide the player with control reference information in some cases.

[0037] To illustrate with another example, suppose in a selectable open-world game, the player controls a virtual character driving a high-speed virtual motorcycle. When the virtual motorcycle becomes uncontrollable on a rough mountain road, a flashing "Emergency Dismount" button (intelligent control element) may appear in the game interface. After the player presses this button, the virtual character will perform a safe jump motion, leaping off the virtual motorcycle and rolling over to a safe location. Similarly, if the player encounters a minor obstacle while controlling and driving the virtual character, but it is controllable, this embodiment may help the virtual character continue driving safely by automatically adjusting the speed and direction of the virtual motorcycle (by the intelligent control element).

[0038] When an escape control type intelligent control element is selectively activated or selected, i.e., when an escape control type intelligent control element is triggered, this embodiment can help the player control the virtual character so that the virtual character escapes from the virtual vehicle it is driving in a safe manner.

[0039] To illustrate with a further example, suppose in a car racing game, the player's virtual character is driving a virtual race car, but due to excessive speed and a sharp curve ahead, the virtual race car is about to become uncontrollable and crash into the guardrail on the side of the track. At this point, a prominent "Emergency Disengage" button (an intelligent control element belonging to the disengagement control type) may appear in the game interface. After the player presses this button, the virtual character immediately jumps out of the virtual race car, performs a rollover motion in mid-air, and finally lands safely on the grass beside the track, avoiding impact with the guardrail.

[0040] When a selectable driving control type intelligent control element is activated or selected, i.e., when a driving control type intelligent control element is triggered, this embodiment can provide assistance or directly help when the player controls a virtual character to drive a virtual vehicle, and by helping the player maintain control of the virtual vehicle, the virtual character can continue driving in one safe state.

[0041] To illustrate with a further example, let's assume that in an off-road driving game, the player's virtual character is driving a virtual off-road vehicle through a bumpy mountain road section. Due to the complex terrain and numerous obstacles, the player may encounter difficulties, such as wheels spinning and loss of control. In such cases, a "stability control" button (an intelligent control element belonging to the driving control type) will be displayed in the game interface. After the player activates this button, this embodiment will intervene and assist in adjusting the vehicle's power output, brakes, and steering, ensuring that the virtual off-road vehicle can safely pass through the difficult terrain of this section, or In the above case, the game interface will display control reference information on how to traverse the mountain road section, and by helping the player control the virtual vehicle based on this control reference information, the virtual character can continue to drive under one safe conditions.

[0042] One point that needs to be explained is that, through the clever introduction of intelligent control elements, this embodiment significantly enhances the control accuracy of the virtual character driving the virtual vehicle. This innovation not only effectively prevents potential safety defects such as tipping over and damage, but also ensures that at critical moments, the player has the freedom to choose whether to control the virtual character and safely disengage or continue driving. Even if there is deviation or delay in the player's operation, the intelligent control elements can quickly adapt and compensate, significantly reducing the risk of trouble due to human error. Thus, this embodiment successfully realizes a technological advancement in improving the control accuracy of virtual vehicles, providing players with a more fluent and safer driving experience.

[0043] To illustrate with further examples, as shown in Figure 3(a), a virtual vehicle 304 driven by a virtual character 302 and an intelligent control element 306 belonging to the escape control type are displayed as selectable. At the same time, to facilitate understanding of the function of the intelligent control element 306, a normal control element 308 is also displayed as an example. Furthermore, as shown in Figure 3(b), after the player clicks on the intelligent control element 306, they control the virtual character 302 to safely escape from the virtual vehicle 304.

[0044] After the player clicks the normal control element 308, they control the virtual character 302 to directly disengage from the virtual vehicle 304, but it is not possible to guarantee whether the virtual character 302 is in a safe state or the player does not know whether the virtual character 302 is in a safe state when directly controlling the virtual character 302 to disengage from the virtual vehicle 304.

[0045] To further illustrate and make selectable, as shown in Figure 4, a virtual vehicle 404 driven by a virtual character 402 and an intelligent control element 406 belonging to a driving control type are displayed, and at the same time, a virtual obstacle 408 is also displayed as an example to facilitate understanding of the function of the intelligent control element 406.

[0046] Furthermore, in the process of the player controlling the virtual character 402 and driving the virtual vehicle 404, when the player encounters a virtual obstacle 408 that they are about to pass, the player needs to accurately control the virtual character 402 and continue driving the virtual vehicle 404 in order to pass the virtual obstacle 408 smoothly, but cannot guarantee whether the virtual character 402 will pass the virtual obstacle 408 safely, or the player does not know how to control the virtual character 402 and drive the virtual vehicle 404 in order to pass the virtual obstacle 408 safely. This embodiment notifies the player by displaying the intelligent control element 406 that in order to pass the virtual obstacle 408 smoothly, the player needs to control the virtual character 402 and drive the virtual vehicle 404 at a speed of "70 km / h", that is, in this embodiment, the intelligent control element 406 may not be an element that directly triggers control, but an element used for notification.

[0047] To illustrate with further examples, as shown in Figure 5(a), a virtual vehicle 504 driven by a virtual character 502 and an intelligent control element 506 belonging to a driving control type are displayed as selectable. Simultaneously, to facilitate understanding of the function of the intelligent control element 506, a virtual obstacle area 508 is also displayed as an example. Furthermore, when the player controls the virtual character 502 to drive the virtual vehicle 504 and travels through the virtual obstacle area 508, the player needs to precisely control the virtual character 502 and continue driving the virtual vehicle 504 in order to pass through the virtual obstacle area 508 smoothly, but cannot guarantee whether the virtual character will pass through the virtual obstacle area 508 safely. As shown in Figure 5(b), after the player clicks the intelligent control element 506, the player can control the virtual character and pass through the virtual obstacle area 508 safely.

[0048] When a player controls the virtual character 502 and drives the virtual vehicle 504 through the virtual obstacle zone 508 relying on their own experience, it is not possible to guarantee whether the virtual character 502 is in a safe state or not. Alternatively, when a player controls the virtual character 502 and drives the virtual vehicle 504 through the virtual obstacle zone 508, they cannot know whether the virtual character 502 will be able to pass through the virtual obstacle zone 508 safely and smoothly.

[0049] The embodiment provided in this application displays a virtual vehicle driven by a virtual character and an intelligent control element. When the intelligent control element belongs to the disengagement control type, it responds to operations triggered based on the intelligent control element, controlling the virtual character to safely disengage from the virtual vehicle. When the intelligent control element belongs to the driving control type, the intelligent control element assists in controlling the virtual character to continue driving the virtual vehicle safely. By introducing the intelligent control element, it assists in controlling the relationship between the virtual character and the virtual vehicle, thereby improving the control accuracy when the virtual character drives the virtual vehicle, thereby avoiding safety problems such as tipping over and damage, and enabling the virtual character to safely disengage from the virtual vehicle or continue driving it when necessary. Furthermore, even if the player's operation is not sufficiently accurate or in real time, the intelligent control element can adapt and compensate to a certain extent, thereby reducing the risk of problems due to control errors, and thereby achieving the technical effect of improving the control accuracy of the virtual vehicle.

[0050] One possible solution involves displaying a virtual vehicle driven by a virtual character, and intelligent control elements. The steps include displaying a virtual vehicle driven by a virtual character and at least one intelligent control element, wherein the quantity of the at least one intelligent control element is related to the state of the virtual vehicle (the state in which the virtual vehicle exists), and the intelligent control element is an intelligent control element belonging to the detachment control type.

[0051] When displaying, as selectable, that a virtual character is driving a virtual vehicle, this embodiment will display intelligent control elements, and in particular intelligent control components associated with the escape control type. Intelligent control components can be understood as a kind of representation of intelligent control elements, which are dynamically changed based on the current state of the virtual vehicle and are intended to help the player control the virtual character in a safe manner and escape from the virtual vehicle when needed.

[0052] It is important to explain that this embodiment provides more intuitive and real-time operational feedback by displaying the state of the virtual vehicle and associated intelligent control elements, enabling players to quickly make the right decisions at critical moments through the intelligent control elements. These intelligent control elements further enhance safety, allowing players to maintain a certain level of control even if they are unfamiliar with the game controls or face unexpected situations.

[0053] The embodiment provided in this application includes the step of displaying a virtual vehicle driven by a virtual character and at least one intelligent control element, wherein the quantity of the at least one intelligent control element is related to the state of the virtual vehicle (the state in which the virtual vehicle is), and the intelligent control element is an intelligent control element belonging to the detachment control type, thereby achieving the objective of providing more intuitive and real-time operational feedback, enabling the player to quickly make the correct decisions at critical moments through the intelligent control element, and thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0054] One possible solution involves displaying a virtual vehicle driven by a virtual character and at least one intelligent control component, which includes the following steps:

[0055] S-1: When the state of the virtual vehicle (the state in which the virtual vehicle exists) is in a safe state, the virtual vehicle driven by the virtual character and the first intelligent control member are displayed, wherein at least one intelligent control member includes the first intelligent control member.

[0056] S-2: When the state of the virtual vehicle (the state in which the virtual vehicle exists) is in a dangerous state, the virtual vehicle driven by the virtual character, as well as the first intelligent control member and the second intelligent control member are displayed, wherein the first distance between the second intelligent control member and the operation control member of the virtual vehicle is less than the second distance between the first intelligent control member and the operation control member, wherein at least one intelligent control member includes the first intelligent control member and the second intelligent control member.

[0057] Selectively, when a virtual character drives a virtual vehicle, the number and position of the intelligent control elements displayed in this embodiment will change based on the state of the virtual vehicle (safe or dangerous).

[0058] Optionally, in this embodiment, a safe state may refer to a state in which the virtual vehicle is running normally and does not encounter an emergency situation.

[0059] Optionally, in this embodiment, a dangerous condition may refer to a state in which the virtual vehicle encounters an emergency situation that could result in trouble or damage (e.g., impact, loss of control, etc.).

[0060] Optionally, in this embodiment, the first intelligent control member may be displayed when the virtual vehicle is in a safe state, and it provides basic driving assistance functions.

[0061] Optionally, in this embodiment, the second intelligent control member may be displayed only when the virtual vehicle is in a dangerous state, and it is used for rapid driving assistance operations in emergency situations.

[0062] One point that needs to be explained is that this embodiment can provide a more personalized and immersive user experience by dynamically adjusting the number and position of intelligent control components based on the state of the virtual vehicle. In dangerous situations, placing a second intelligent control component in a more accessible location can help the player react in more real time, thereby avoiding or reducing potential trouble losses. Such a design not only enhances the game's challenge and engaging nature but also contributes to developing the player's ability to cope with emergencies and make decisions.

[0063] The embodiment provided in this application displays the virtual vehicle driven by the virtual character and the first intelligent control member when the virtual vehicle is in a safe state, and displays the virtual vehicle driven by the virtual character, the first intelligent control member, and the second intelligent control member when the virtual vehicle is in a dangerous state, wherein the second intelligent control member is closer to the operation control member of the virtual vehicle than the first intelligent control member, thereby helping the player react in real time in dangerous situations, thereby achieving the objective of avoiding or reducing potential trouble losses, and thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0064] As one possible solution, before displaying a virtual vehicle driven by a virtual character and at least one intelligent control component, the method further includes the following steps:

[0065] S2-1: The survival value of the virtual vehicle and the angle between the virtual vehicle and the surface it is traveling on are obtained. Here, if the survival value of the virtual vehicle is less than the first preset threshold, it is set to "do not travel," and the travel surface is the surface the virtual vehicle is currently traveling on.

[0066] S2-2: If the survival value is less than the second preset threshold and / or the angle is less than the third preset threshold, the state of the virtual vehicle (the state in which the virtual vehicle exists) is determined to be a dangerous state, where the second preset threshold is greater than the first preset threshold.

[0067] Before displaying the relevant intelligent control components as selectable, this embodiment can perform a series of preliminary decisions and settings. These preliminary decisions assess the current state (safe or dangerous) of the virtual vehicle, primarily by focusing on the virtual vehicle's survival value and the angle between the virtual vehicle and the driving surface.

[0068] Optionally, in this embodiment, the survival value may refer to the "health" or durability of the virtual vehicle, and is usually expressed as a single numerical value. When this value falls to a certain level (e.g., a first preset threshold), the virtual vehicle will no longer be able to continue operating, and when this value is greater than the first preset threshold and less than the second preset threshold, the virtual vehicle may be easily damaged.

[0069] Optionally, in this embodiment, the bounding angle may refer to the angle between the virtual vehicle and the driving surface (e.g., ground, water surface, runway, etc.). This angle can reflect whether the virtual vehicle is in a normal driving position, for example, whether it is tilted or reversing. In this embodiment, when this angle is less than a third preset threshold, the virtual vehicle may be considered to be in an abnormal driving state and is prone to tilting or reversing.

[0070] One point that needs to be explained is that by pre-determining the survival value of the virtual vehicle and the angle with respect to the driving surface, this embodiment can more accurately identify when the virtual vehicle is in a dangerous state and display appropriate intelligent control elements in the interface in real time. This not only enhances the sense of realism and immersion and improves the player experience, but also provides the player with assistance and feedback in real time at critical moments. At the same time, such a design contributes to developing the player's ability to cope with emergencies and make decisions.

[0071] The embodiment provided in this application acquires the survival value of a virtual vehicle and the angle between the virtual vehicle and the driving surface. When the survival value is less than a second preset threshold and / or the angle between the virtual vehicle and the surface is less than a third preset threshold, the state of the virtual vehicle (the state in which the virtual vehicle exists) is determined to be a dangerous state. This achieves the objective of more accurately identifying when the virtual vehicle is in a dangerous state and displaying the appropriate intelligent control element in the interface in real time, thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0072] One possible solution involves responding to an operation triggered based on an intelligent control element, controlling the virtual character to safely exit the virtual vehicle, and including the following steps:

[0073] S3-1: In response to an operation triggered on at least one of the intelligent control members, the state of the virtual vehicle (the state in which the virtual vehicle exists) is adjusted to a safe state.

[0074] S3-2: Control the virtual character to move from the driving position of the virtual vehicle to the non-driving position of the virtual vehicle.

[0075] S3-3: Control the virtual character to detach from the virtual vehicle in a non-driving position.

[0076] Selectively, when the player triggers one of at least one intelligent control component, this embodiment controls the virtual character using the intelligent control component to safely dismount from the virtual vehicle. This process includes adjusting the state of the virtual vehicle, moving the virtual character's position, and ultimately dismounting the virtual character from the vehicle.

[0077] Optionally, in this embodiment, the operation triggered on the intelligent control member may refer to a click, touch, or other form of interaction motion performed by the player on the intelligent control member.

[0078] Optionally, in this embodiment, the driving position may refer to the position where the virtual character is driving the virtual vehicle. The non-driving position may refer to any position in the virtual vehicle other than the driving position, and is typically used to temporarily place the virtual character before the virtual character leaves the virtual vehicle.

[0079] One point that needs to be explained is that, with the assistance of the intelligent control component, this embodiment allows the player to quickly and accurately adjust the state of the virtual vehicle and control the virtual character to safely disengage from the virtual vehicle when the player triggers the intelligent control component. This not only improves the game's immersion and fluency but also provides a more intuitive and user-friendly emergency escape mechanism for the player. At the same time, such a design contributes to developing the player's ability to react quickly and make decisions in emergency situations.

[0080] The embodiment provided in this application responds to an operation triggered on any of the at least one intelligent control member by adjusting the state of the virtual vehicle (the state in which the virtual vehicle exists) to a safe state, controlling the virtual character to move from the driving position in the safe state of the virtual vehicle to the non-driving position in the virtual vehicle, and further controlling the virtual character to disengage from the virtual vehicle at the non-driving position. This achieves the objective of quickly and accurately adjusting the state of the virtual vehicle and controlling the virtual character to disengage from the virtual vehicle in a safe manner when the player triggers an intelligent control member, thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0081] One possible solution involves displaying a virtual vehicle driven by a virtual character and intelligent control elements, which includes the following steps:

[0082] S4-1: Displays a virtual character driving a virtual vehicle that is airborne, where the vertical distance between the airborne virtual vehicle and any surface is greater than the fourth threshold and the surfaces do not intersect.

[0083] S4-2: An intelligent landing control component is shown, which is used to control a virtual character and assist in continuing to drive a virtual vehicle that is in a safe, airborne state, and the intelligent landing control component is an intelligent control element belonging to the driving control type.

[0084] Optionally, in this embodiment, the "airborne state" may refer to a state in which the virtual vehicle is completely separated from the ground or other surface it travels on and is in the air.

[0085] Optionally, in this embodiment, the intelligent landing control member can be understood as a user interface element and is used to assist the player in controlling a virtual character to safely continue driving a virtual vehicle that is airborne, or to land a virtual vehicle that is airborne.

[0086] One point that needs to be explained is that by displaying a virtual vehicle in a state of airborne status and an intelligent landing control component, this embodiment provides the player with an intuitive and easy-to-operate method to control the virtual character to continue driving the virtual vehicle or to safely land the virtual vehicle. This not only enhances the immersion and realism of the game but also improves the player's gaming experience by allowing them to receive assistance and feedback in real time at critical moments. At the same time, such a design contributes to developing the player's ability to cope with emergencies and make decisions.

[0087] The embodiment provided in this application displays a virtual character driving a virtual vehicle that is airborne, and also displays an intelligent landing control member, which is used to control the virtual character and keep the airborne virtual vehicle driving safely. This provides the player with an intuitive and easy-to-operate method, achieving the objective of controlling the virtual character to keep the virtual vehicle driving or to land the virtual vehicle safely, thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0088] One possible solution involves using an intelligent control element to assist in controlling a virtual character and ensuring that the virtual vehicle is driven safely, and includes the following steps:

[0089] S5-1: In response to an operation triggered on the intelligent landing control member, the predicted angle between the virtual vehicle in the hovering state and the landing target surface is obtained, and the landing target surface is the predicted landing surface for the virtual vehicle in the hovering state.

[0090] S5-2: If the predicted gripping angle is greater than the first preset angle, adjust the current driving attitude of the virtual vehicle while it is airborne, and continue doing so until the predicted gripping angle is less than the first preset angle.

[0091] Optionally, the process by which an intelligent landing control component assists the player in controlling a virtual character to safely continue driving a virtual vehicle while it is airborne includes responding to the player's trigger operation, obtaining a predicted angle between the virtual vehicle and the landing target surface, and adjusting the virtual vehicle's driving attitude based on said angle.

[0092] In this embodiment, the operation triggered on the intelligent landing control member may be a click, touch, or other interaction motion performed by the player on the intelligent landing control member.

[0093] Optionally, in this embodiment, the predicted angle may be the angle that can be formed between the virtual vehicle and the landing surface when the virtual vehicle is scheduled to land.

[0094] Optionally, in this embodiment, the landing surface may be any surface on which the virtual vehicle intends to land, such as the ground, water, or a platform.

[0095] In this embodiment, the first preset angle may be a safety angle standard, and when the predicted angle is greater than this angle, the landing attitude of the virtual vehicle is considered to be adjusted, otherwise the virtual vehicle may be in a dangerous state when landing.

[0096] One point that needs to be explained is that, with the assistance of the intelligent landing control component, this embodiment ensures that the virtual vehicle can be driven and landed safely by automatically assessing and adjusting the landing attitude of the virtual vehicle after the player triggers the intelligent landing control component. This not only improves the gameplay and fluency of the game but also provides a type of landing assistance mechanism that is more intuitive and easier for the player to operate. At the same time, such a design contributes to developing the player's attention and decision-making abilities in the process of controlling and landing the virtual vehicle.

[0097] The embodiment provided in this application responds to an operation triggered on the intelligent landing control member by obtaining a predicted bounding angle between the virtual vehicle in flight and the landing target surface, and if the predicted bounding angle is greater than a first preset angle, controls the virtual vehicle in flight to adjust its current driving attitude, continuing until the predicted bounding angle falls below the first preset angle. The game achieves the objective of ensuring that the virtual vehicle can be driven and landed safely by automatically evaluating and adjusting the landing attitude of the virtual vehicle after the player triggers the intelligent landing control member, thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0098] One possible solution involves displaying a virtual vehicle driven by a virtual character and intelligent control elements, which includes the following steps:

[0099] S6-1: Displays a virtual character driving a virtual vehicle that is airborne, where the vertical distance between the airborne virtual vehicle and any surface is greater than the fourth threshold and does not intersect with each other.

[0100] S6-2: A vehicle angle indicator is displayed, where the vehicle angle indicator is used to assist in controlling the virtual character to continue driving the virtual vehicle while it is in a safe, airborne state, where the vehicle angle indicator is used to represent the predicted angle between the airborne virtual vehicle and the landing target surface, where the landing target surface is the predicted landing surface for the airborne virtual vehicle, and the vehicle angle indicator is an intelligent control element belonging to the driving control type.

[0101] Optionally, the content presented by this embodiment in the virtual environment, particularly when a virtual vehicle driven by a virtual character is airborne, can help the player control the safe operation of the virtual vehicle through visual notifications.

[0102] Optionally, in this embodiment, the vehicle angle indicator may be a type of visual element or indicator used to present to the player the angle between a virtual vehicle in flight and its intended landing surface, and this angle plays a crucial role in safe landing.

[0103] In addition to the vehicle angle indicator, this embodiment can also provide other types of driving control elements, such as speed indicators, altimeters, and compass indicators, all of which can help the player better understand and appropriately control the state of the virtual vehicle.

[0104] One point that needs to be explained is that the virtual vehicle in flight and its associated vehicle angle markers are displayed. This embodiment provides the player with intuitive visual feedback, making it easier to understand the current flight state of the virtual vehicle and its relationship to the intended landing surface. This not only enhances the immersion and realism of the game, but also contributes to improving the player's gaming experience by enabling them to make more accurate control decisions based on these visual cues, thereby allowing them to control the virtual character and drive the vehicle more safely. At the same time, such a design contributes to developing the player's spatial awareness and flight control abilities in complex flight situations.

[0105] The embodiment provided in this application displays a virtual character driving a virtual vehicle in an airborne state and displays a vehicle angle indicator, which is used to display the predicted angle between the airborne virtual vehicle and the landing target surface. This provides the player with a kind of intuitive visual feedback, which makes it easier to understand the current flight state of the virtual vehicle and its relationship to the intended landing surface, thereby achieving the technical effect of improving the control accuracy of the virtual vehicle.

[0106] As one possible solution, the step of displaying a vehicle angle indicator includes the following steps:

[0107] S7-1: If the predicted angle of attachment is less than the second preset angle, the first angle of attachment indicator is displayed, which is used to indicate that it is safe for the virtual vehicle in flight to land in its current attitude.

[0108] S7-2: If the predicted angle of inclusion is greater than or equal to the second preset angle and less than or equal to the third preset angle, the second angle of inclusion indicator is displayed, which is used to indicate that there is a risk in the current driving attitude for a virtual vehicle that is in flight to land.

[0109] S7-3: If the predicted angle is greater than the third preset angle, the third angle indicator is displayed, which is used to indicate that it would be dangerous for a virtual vehicle in flight to land in its current attitude.

[0110] Optionally, in a virtual environment, when a virtual vehicle is airborne, this embodiment prompts the player to be aware of the safety of the current landing attitude by displaying different vehicle angle markers based on the predicted angle between the virtual vehicle and the landing target surface.

[0111] In addition to displaying vehicle angle indicators, this embodiment can further enhance the player's perception of landing attitude safety by providing voice notifications or vibration feedback.

[0112] One point that needs to be explained is that by displaying different vehicle angle markers, this embodiment provides the player with intuitive and immediate feedback, helping the player determine the safety of landing in the current flight posture while the virtual vehicle is airborne. This not only enhances the game's engaging and realistic feel, but also contributes to developing the player's judgment and reaction abilities in complex flight situations. At the same time, such a design increases the game's challenge and tension, as the player must make precise control decisions based on the angle markers within a limited time.

[0113] To illustrate with a further example, and as an option, assuming that a virtual vehicle driven by a player controlling a virtual character is landing after being airborne, this embodiment will display different vehicle angle markers based on the predicted angle between the virtual vehicle and the landing surface.

[0114] Specifically, if the predicted angle is very small (less than the second preset angle, for example, 5 degrees), this embodiment will display a green first angle indicator, indicating that it is safe for the virtual vehicle to land in its current state.

[0115] If the predicted angle is moderate (greater than or equal to the second preset angle and less than or equal to the third preset angle, for example, between 5 and 10 degrees), this embodiment will display one yellow second angle indicator, indicating that there is a certain risk in the virtual vehicle landing in its current state and that the player should pay attention.

[0116] If the predicted angle is very large (greater than the third preset angle, for example, 10 degrees), this embodiment will display a red third angle indicator, indicating that it is dangerous for the virtual vehicle to land in its current state and that the player needs to make adjustments immediately.

[0117] The embodiments provided in this application display a first angle indicator when the predicted angle is less than a second preset angle, where the first angle indicator is used to indicate that it is safe for a virtual vehicle in the air to land in its current driving attitude; or a second angle indicator is displayed when the predicted angle is greater than or equal to the second preset angle and less than or equal to the third preset angle, where the second angle indicator is used to indicate that there is a risk in landing a virtual vehicle in the air in its current driving attitude; or a third angle indicator is displayed when the predicted angle is greater than the third preset angle, where the third angle indicator is used to indicate that it is dangerous for a virtual vehicle in the air to land in its current driving attitude. This achieves the objective of providing the player with intuitive and immediate feedback, helping the player determine whether it is safe to land a virtual vehicle in its current driving attitude when the virtual vehicle is in the air, and thereby achieving the technical effect of improving the control accuracy of the virtual vehicle.

[0118] One possible solution involves displaying a virtual vehicle driven by a virtual character and intelligent control elements, which includes the following steps:

[0119] S8-1: Displays a virtual character driving a virtual vehicle to a leap scene, where the leap scene is a virtual scene containing a leap origin object and a leap target object.

[0120] S8-2: When a virtual vehicle is heading towards a leap originating object and the distance between the virtual vehicle and the leap originating object is less than a preset distance, a leap control element is displayed, where the leap control element is an intelligent control element belonging to the driving control type, and the leap control element is used to control the virtual character to continue driving the virtual vehicle in a safe manner, passing the leap originating object and leaping to the leap target object, and the leap control element is further used to notify at least one effective speed and the current driving speed of the virtual vehicle, where the effective speed is the speed required for the virtual vehicle to pass the leap originating object and leap to the leap target object.

[0121] Selectively, the content presented by this embodiment in the virtual environment, particularly the elements and functions that need to be displayed when a virtual character drives a virtual vehicle to a specific leaping scene, can help the player control the virtual character and drive the virtual vehicle to safely complete the leaping motion.

[0122] Optionally, in this embodiment, the leap scene may refer to a specific virtual scene, which includes a leap origin object and a leap target object. The virtual character needs to drive a virtual vehicle to take off from the leap origin object and leap to the leap target object.

[0123] Optionally, in this embodiment, the leap origin object and the leap target object may be two important elements in the leap scene. The leap origin object is the point from which the virtual vehicle takes off, and the leap target object is the destination that the virtual vehicle must reach by leaping.

[0124] Optionally, in this embodiment, the leap control element may be a type of intelligent control element, belonging to the driving control type, and is used to assist the player in controlling the virtual character to drive the virtual vehicle safely and complete the leap motion. This element will provide the effective speed for the leap and display the current speed of the virtual vehicle. The effective speed refers to the speed at which the virtual vehicle must reach to safely complete the leap motion, that is, the speed at which the virtual vehicle must reach to successfully leap from the leap origin object to the leap target object.

[0125] In this embodiment, the preset distance may be a single pre-set distance value, and is used to determine whether or not to display the leap control element by determining whether the distance between the virtual vehicle and the leap initiation object is sufficiently close.

[0126] One point that needs to be explained is that by displaying the leap control element when the virtual vehicle approaches the leap initiation object, this embodiment provides the player with crucial information about the speed required for the leap and helps the player adjust the virtual vehicle's speed, thereby ensuring that the virtual vehicle completes the leap motion safely and successfully. This enhances the interactive and challenging nature of the game, as players can make more precise control decisions based on this information, further improving the player's gaming experience. At the same time, such a design contributes to developing the player's judgment and reaction abilities in complex driving situations.

[0127] To illustrate with a further example, in a car racing game, the player controls a virtual character and drives a virtual race car on a course that includes a launching ramp (leap origin object) and a landing point (leap target object). When the virtual race car approaches the launching ramp and the distance to the ramp is less than a preset distance, a leap control element will be displayed in the game interface, for example, a speedometer or speed notification icon. This element can notify the player of the minimum speed the virtual race car needs to reach in order to successfully leap to the landing point, and will also display the race car's current speed.

[0128] The embodiment provided in this application displays a virtual character driving a virtual vehicle into a jump scene, and when the virtual vehicle is heading towards a jump starting object and the distance between the virtual vehicle and the jump starting object is less than a preset distance, a jump control element is displayed. Herein, the jump control element is used to notify the virtual character of at least one effective speed for continuing to drive the virtual vehicle safely, passing the jump starting object, and successfully jumping to the jump target object, as well as the current speed of the virtual vehicle. This provides the player with important information regarding the speed required for the jump and helps the player adjust the speed of the virtual vehicle, thereby achieving the objective of ensuring that the virtual vehicle completes the jump motion safely and successfully, and thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0129] As one possible solution, before displaying the leap control element, the method further includes the following steps.

[0130] S9-1: Obtain the predicted leap trajectory presented after the virtual vehicle passes the leap initiation object at its current speed.

[0131] S9-2: Obtain at least one leap velocity when the predicted leap trajectory intersects with the leap target object, and determine the leap velocity as the effective velocity.

[0132] Before displaying the leap control elements in a selectable manner, this embodiment ensures that the effective speed provided to the player by performing a series of operations is sufficient to guarantee that the virtual vehicle will successfully complete the leap motion, that is, that the virtual vehicle will successfully leap from the leap origin object to the leap target object.

[0133] Optionally, in this embodiment, the predicted leap trajectory may refer to a predicted flight path that the virtual vehicle can take after taking off from the leap origin object, based on the virtual vehicle's current speed and other relevant parameters (e.g., vehicle weight, wind resistance, etc.).

[0134] Optionally, in this embodiment, the leap velocity may refer to the velocity of the virtual vehicle when the predicted leap trajectory intersects with the leap target object; that is, the velocity at which the virtual vehicle should reach the location of the leap origin object in order for the virtual vehicle to successfully leap to the leap target object. This velocity is determined to be the effective velocity, as it is necessary to complete the leap.

[0135] One point that needs to be explained is that by obtaining a predicted leap trajectory and determining the effective speed, this embodiment can provide the player with more accurate and useful information, helping the player make more rational control decisions when controlling a virtual character and driving a virtual vehicle to leap. Because the player can adjust their actions based on this information, the leap motion can be completed more safely and effectively, which not only improves the game's replayability and challenge but also further enhances the player's gaming experience. At the same time, such a design contributes to developing the player's spatial awareness and predictive abilities in the case of complex driving and leaping.

[0136] To illustrate with a further example, let's assume that in a motorcycle riding special skills game, the player controls a virtual character and drives a virtual motorcycle towards a dive board (leap origin object) and intends to leap to a distant platform (leap target object). As the virtual vehicle approaches the dive board, the game system first calculates a predicted leap trajectory based on the virtual motorcycle's current speed and other physical parameters. Next, the system analyzes this predicted trajectory to find the speed at which the trajectory intersects with the platform as the leap target object; this speed is the minimum leap speed the virtual motorcycle must achieve. Finally, this leap speed is determined as the effective speed and is displayed in the leap control element for the player to refer to and adjust.

[0137] The embodiment provided in this application obtains a predicted leap trajectory exhibited after a virtual vehicle passes a leap initiation object at its current speed, obtains at least one leap velocity when the predicted leap trajectory intersects with a leap target object, and determines the leap velocity as the effective velocity. This achieves the objective of providing the player with more accurate and useful information, helping the player make more rational control decisions when driving the virtual vehicle and leaping, thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0138] One possible solution involves displaying a virtual vehicle driven by a virtual character and intelligent control elements, which includes the following steps:

[0139] S10-1: Displays a virtual character driving a virtual vehicle to a leap scene, where the leap scene is a virtual scene containing a leap origin object and a leap target object.

[0140] S10-2: When the virtual vehicle is heading towards the leap origin object and the distance between the virtual vehicle and the leap origin object is less than the preset distance, the intelligent leap control element is displayed, where the intelligent leap control element is an intelligent control element belonging to the driving control type, and the intelligent leap control element is used to control the virtual character to continue driving the virtual vehicle in a safe manner, passing the leap origin object and leaping to the leap target object.

[0141] Optionally, in a virtual environment, when a virtual character drives a virtual vehicle to a specific leap scene, this embodiment displays a series of interface and control elements to help the player control the virtual character and drive the virtual vehicle to complete the leap motion. The intelligent leap control member may be a type of intelligent control element and is designed to assist the player in controlling the virtual character and driving the virtual vehicle safely in a leap scene, and to ensure a successful leap from the leap origin object to the leap target object.

[0142] In this embodiment, the leap scene can be understood as a kind of special virtual environment, which includes the starting point (leap starting object) and the ending point (leap target object) of the leap motion.

[0143] In this embodiment, the intelligent leap control member can be understood as a type of user interface element, belonging to the driving control type, and provides necessary control and instructions based on the current state of the virtual vehicle (e.g., position, speed, and direction, etc.) and the characteristics of the leap scene (e.g., the position and distance of the leap origin and leap target, etc.), helping the player control the virtual character and drive the virtual vehicle to complete the leap.

[0144] In this embodiment, the preset distance can be understood as a single fixed distance value, and the intelligent leap control member will be activated and displayed when the distance between the virtual vehicle and the leap initiation object is less than this value.

[0145] One point that needs to be explained is that the introduction of intelligent leap control components significantly improves the player's control experience and success rate during leap scenes. By providing intuitive notifications and necessary controls, this embodiment helps players judge the timing and speed of leaps more accurately, reducing the possibility of errors. This not only increases the fun and challenge of the game, but also allows players to focus on enjoying the thrill and sense of accomplishment from leaping. At the same time, such a design embodies meticulous consideration for the player experience in the game and enhances the overall quality of the game.

[0146] To illustrate with a further example, consider an extreme sports game where the player drives a virtual motorcycle into a jump scene. The jump scene has a jumping platform (jump initiation object) and a landing point (jump target object). When the virtual motorcycle is moving towards the jumping platform and the distance to the platform is below a certain range (preset distance), an intelligent jump control component will appear in the game interface. This control component could be a single button that notifies the player of "prepare for jump" and automatically triggers the jump motion when the virtual motorcycle reaches an appropriate speed, or it could provide a speedometer that indicates the speed the player's virtual motorcycle should reach.

[0147] The embodiment provided in this application displays a virtual character driving a virtual vehicle to a leap scene, and when the virtual vehicle is heading towards a leap originating object and the distance between the virtual vehicle and the leap originating object is less than a preset distance, an intelligent leap control member is displayed. Herein, the intelligent leap control member is used to control the virtual character to continue driving the virtual vehicle safely, passing the leap originating object and leaping to the leap target object. Furthermore, it helps the player judge the timing and speed of the leap more accurately, thereby reducing the possibility of errors and achieving the technical effect of improving the control accuracy of the virtual vehicle.

[0148] One possible solution involves using an intelligent control element to assist in controlling a virtual character and ensuring that the virtual vehicle is driven safely, and includes the following steps:

[0149] S11-1: In response to an operation triggered on the intelligent leap control component, obtain the predicted leap trajectory presented after the virtual vehicle has passed the leap initiation object at its current speed.

[0150] S11-2: If the predicted leap trajectory and the leap target object do not intersect, control the virtual vehicle to adjust its current speed and continue until the predicted leap trajectory and the leap target object intersect.

[0151] Optionally, when a player is driving a virtual vehicle in a virtual environment to approach a leaping point object and prepares to leap, this embodiment ensures that the leap is completed safely by assisting the player in controlling the virtual vehicle with an intelligent leap control member. A safe state may mean that the virtual vehicle can leap to the leaping target object at an appropriate speed and angle, and that no impact or other dangerous situation occurs during the leap.

[0152] In this embodiment, the operation that triggers the intelligent leap control member may refer to an operation performed by the player on the intelligent leap control member, such as a click, touch, or button press, and is used to activate the leap control process.

[0153] Optionally, in this embodiment, the predicted leap trajectory may be the flight path after the virtual vehicle takes off from the leap origin object, as predicted by physical calculations based on the virtual vehicle's current speed and other relevant parameters (e.g., vehicle mass, air resistance, etc.).

[0154] Optionally, this embodiment allows the player to automatically adjust the virtual vehicle's speed or notify the player to adjust the virtual vehicle's speed based on the relationship between the predicted leap trajectory and the leap target object, thereby ensuring that the leap trajectory intersects with the leap target object, i.e., that the leap successfully reaches the leap target object.

[0155] In addition to speed adjustment, this embodiment further optimizes the jump effect by notifying the player of adjusting the jump angle and using nitrogen gas for acceleration based on the predicted jump trajectory. At the same time, the system can provide a real-time preview of the jump trajectory, allowing the player to understand the jump process and landing point more intuitively.

[0156] One point that needs to be explained is that by using an intelligent leap control component and a predicted leap trajectory in combination, this embodiment can provide the player with more accurate and real-time leap control assistance, helping the player complete leap motions more safely and effectively. Because the player can control the virtual vehicle more accurately and complete the leap based on system notifications and adjustments, this not only improves the game's challenge and replayability but also further enhances the player's gaming experience. At the same time, such a design embodies meticulous consideration for the player experience in the game and a human-centered design.

[0157] To illustrate with a further example, in a selectable car racing game, the player drives a virtual race car, approaching a launching platform (leap origin object) and preparing to leap to a distant landing point (leap target object). When the player controls the virtual race car and approaches the launching platform, they can click a "Prepare for Leap" button (intelligent leap control component) displayed on the screen. The system can calculate a predicted leap trajectory based on the virtual race car's current speed and other parameters. If this predicted leap trajectory does not intersect the landing point, this embodiment will notify the player to accelerate or decelerate, or, if the player agrees, automatically adjust the speed of the virtual race car until the predicted leap trajectory intersects the landing point, allowing the virtual race car to successfully leap to the landing point.

[0158] The embodiment provided in this application responds to an operation triggered on an intelligent leap control member, acquires a predicted leap trajectory after the virtual vehicle has passed a leap initiation object at its current speed, controls the virtual vehicle to adjust its current speed if the predicted leap trajectory and the leap target object do not intersect, and continues until the predicted leap trajectory and the leap target object intersect, thereby achieving the objective of providing the player with more accurate and real-time leap control assistance, helping the player complete leap motions more safely and effectively, and thereby realizing the technical effect of improving the control accuracy of the virtual vehicle.

[0159] As one possible solution, to facilitate understanding, the above virtual vehicle control method can be applied to shooting game scenes, where virtual motorcycle vehicles may exist. Virtual motorcycle vehicles are generally the fastest, smallest in size, offer the greatest driving flexibility, and provide the greatest visual enjoyment. They are the first choice for high-level players. With superior driving skills, virtual motorcycle vehicles can allow players to reach their destinations in the shortest time or reach places inaccessible to other virtual characters, occupy advantageous terrain, and provide unparalleled advantages in combat.

[0160] However, in traditional games, the usage rate of virtual motorcycle vehicles has consistently remained at the bottom, mainly for the following reasons:

[0161] 1. Due to the nature of two-wheeled vehicles, virtual motorcycles are unstable, tip over very easily, and move at high speeds. Even if the player returns the virtual character to the ground from the virtual motorcycle, as shown in Figure 6, the player clicks the "Dismount" button to exit the driving state, and the virtual character retains momentum for a brief moment before landing. If this momentum is too great and exceeds 60 km / h, the virtual character will lose health points, and if it exceeds 80 km / h, the virtual character will be directly eliminated.

[0162] 2. In scenes where a virtual motorcycle vehicle passes through a landslide, hovers through the air and then lands, it can easily tip over due to the contact surface, and if it is a combat scene, the virtual character will be effectively eliminated directly.

[0163] Furthermore, the virtual motorcycle vehicle has other more advanced needs for which the game does not provide solutions. For example, there is no good way for the player to make an emergency stop and dismount when controlling the virtual character and driving the virtual motorcycle vehicle, and there is no good information notification when relying on the virtual motorcycle vehicle to fly up a slope to a rooftop.

[0164] The root cause lies in a lack of safety-related information notifications in the game, which linearly increases the cost of driving virtual motorcycle vehicles, leading to frequent crashes, impacting the player's combat experience, and ultimately resulting in a very low usage rate of virtual motorcycle vehicles within the game, thus affecting the game's diversity. Furthermore, safety-related operations are currently relatively complex. If a player wants to safely dismount their virtual motorcycle when it becomes dangerous, they must simultaneously click the position swap button in the lower right corner, slide the stick with their left hand to ensure the virtual vehicle is tilted to a certain angle, and then click the "dismount button." This requires at least three steps of operation with both hands working together, which is very inefficient. As a result, the player's combat plan may be delayed, and they may not be able to keep up with the operation, greatly increasing the likelihood of the virtual character being eliminated. Similarly, when the virtual motorcycle is floating in the air, the player must also continuously click "head up" and "head down" to adjust the angle of the virtual motorcycle until it is parallel to the ground. This is relatively cumbersome and not precise, and operation errors can easily lead to falls, affecting the game experience.

[0165] This embodiment addresses the aforementioned shortcomings by designing the entire process, adding safety information notifications in every situation when driving a virtual vehicle, and providing agile and accurate system functions related to "AI driving."

[0166] First, when the player controls a virtual character and drives a virtual motorcycle, a permanent "AI - Safe Dismount" button will be added to the right side of the interface. After the player clicks this button, the current virtual motorcycle will tilt at a certain angle to either the left or right, and the virtual character will automatically switch to the rear seat and dismount. Using this mechanism, the virtual character's hit points will not be affected regardless of how fast the player controls the virtual character to dismount. At the same time, in dangerous situations such as when the virtual motorcycle's hit points are relatively low or the current tilt angle of the virtual motorcycle is too great, a temporary "AI - Safe Dismount" button will appear above the left stick. After the player clicks this button, the virtual character will be controlled to dismount safely, similar to the results described above.

[0167] Furthermore, when the player drives a virtual motorcycle vehicle and passes through special terrain such as uphill slopes to stay airborne and take off, a special UI element called "Current angle between the motorcycle and the ground" will be displayed at the crosshairs in the center of the interface. The three colors, red, yellow, and green, will clearly inform the player whether the current angle is safe or not. After the player understands this information, they can manually adjust the virtual vehicle to the appropriate angle by clicking "Head Down" or "Head Up." Alternatively, by clicking the newly added "AI - Safe Landing" temporary button on the right side of the interface, the system will automatically adjust the angle between the virtual motorcycle vehicle and the ground to a safe zone.

[0168] Ultimately, as the player drives a virtual motorcycle vehicle and approaches a house within a certain distance and climbs a slope, the system will calculate in real time which area of ​​the slope the virtual motorcycle vehicle will land on the roof at at least a certain speed, and provide the player with clear information. Throughout the process, in addition to supplementing safety-related information, a simple and accurate "AI Safety" button will be provided, freeing up the player's hands, enhancing the game experience, lowering the barrier to using the virtual motorcycle vehicle, and increasing the competitiveness of the game.

[0169] Optionally, in this embodiment, with the core objective of "making it easier and safer for the player to drive the virtual motorcycle vehicle," a permanent "AI - Safe Dismount" button is added to the right side of the interface when controlling a virtual character to drive the virtual motorcycle vehicle, and a temporary "AI - Safe Dismount" button is similarly added above the left stick of the interface when facing a special dangerous situation. When the virtual motorcycle vehicle is floating in the air, the "angle" is displayed at the crosshairs, and a temporary "AI - Safe Landing" button is added to the right side of the interface. When the player is driving the virtual motorcycle vehicle and approaches an uphill slope next to a house, information on the "speed and range" at which the player can reach the rooftop is displayed at the slope model. In total, at least five new graphical user interface (GUI) effects complete the implementation of the functions and the transmission of information.

[0170] To illustrate with an example, and as shown in Figure 7 based on the scene in Figure 6, when the player is driving the virtual motorcycle vehicle normally, a permanent "AI - Safe Dismount" button will be added to the right side of the interface. By default, it will be displayed in the normal state, and when the player presses it with their finger, it will be in a click state. After the player releases it, it will control the virtual character based on a certain algorithmic logic to safely dismount and return to the non-driving state.

[0171] Furthermore, as shown in Figure 8, when a player is driving a virtual motorcycle vehicle, if the virtual motorcycle vehicle's hit points are less than 40 and / or the angle between the current tilt angle of the virtual motorcycle vehicle and the ground is less than 60°, a temporary "AI - Safe Dismount" button will appear on the left side of the interface and will be guided by a yellow special effect (it may be a special effect of another color, but is not limited to this). When the player drags their finger to the button or presses their finger on the location of the button, the button will change to a click state, and after the finger is released, the virtual character will be controlled based on a certain algorithmic logic to safely dismount and return to a non-driving state.

[0172] Furthermore, as shown in Figure 9, when the player drives the virtual motorcycle, if the distance from the ground in the vertical direction reaches a preset threshold, it will be determined that the virtual motorcycle is currently airborne. In this state, a user interface (UI) element used to indicate the current angle between the virtual motorcycle and the ground will be displayed at the crosshairs, and this UI will display different colors based on different safety conditions corresponding to different angles. At the same time, a permanent "AI-Safe Landing" button will be added to the right side of the interface. In general, it will be displayed in the normal state, and when the player presses it, the button will change to the selected state. After the player releases their finger, the virtual motorcycle will perform an action to adjust its angle based on a certain algorithmic logic and continue until it lands on the ground.

[0173] Furthermore, as shown in Figure 10, when the player drives a virtual motorcycle vehicle and approaches a slope within a certain range of a virtual building (house), the system calculates, based on a certain algorithmic logic, whether the virtual motorcycle vehicle can leap onto the roof of the building when it passes over the slope. If so, the system notifies the player by flashing a yellow special effect on the area on the roof that can be reached by leaping, and also displays the minimum required speed and the current speed. For example, the system notifies the player that the minimum required speed is 100 km / h and the current speed is 50 km / h.

[0174] Selectively, the core functionality of this embodiment is primarily a combination of five functions: "providing an 'AI-safe disembarkation' function when in operation," "safe disembarkation algorithm logic," "providing an 'AI-safe landing' function when in flight," "safe landing algorithm logic," and "providing N information notification when it is possible to jump onto the roof." The first four functions are linked and influence each other in pairs, while the last one is relatively independent.

[0175] Specifically, as shown in Figure 11, the logic for "providing the 'AI-safe disembarkation' function when the vehicle is in operation" in this embodiment is as follows:

[0176] When the player is driving a virtual motorcycle vehicle in combat, a permanent "AI - Safe Dismount" button will appear on the right side of the interface. The system also needs to determine whether the player-controlled virtual character is currently in a "dangerous state," i.e., whether the virtual motorcycle vehicle's hit points are less than 40 and / or whether its tilt angle is greater than 30°. If the virtual character is in a "dangerous state," the "AI - Safe Dismount" button will appear above the left stick. At this point, it is necessary to determine in real time whether the player presses the "AI - Safe Disembark" button. If the button is pressed, the button enters a selected state, its style changes to a highlighted state, and it is then necessary to determine whether the player releases their finger. If they release their finger, the safe disembark logic is executed, and the process ends.

[0177] In this embodiment, it is possible to assume that if the virtual vehicle's tilt angle is greater than 15° and the virtual character disembarks into the back seat, and both of these conditions are met, the virtual character will not lose any hit points when disembarking from the virtual vehicle. Furthermore, when the virtual character is in the virtual vehicle, it is necessary to determine whether the virtual character is currently in the driver's position or the passenger position. If the character is in the passenger position, the "Al-Safe Disembark" button will not be displayed. If the character is in the driver's position, it is again determined whether there is another virtual character in the passenger position. If there is another virtual character, the "Al-Safe Disembark" button will not be displayed. After detecting that the virtual character meets the conditions and the player clicks "Al-Safe Disembark", the virtual vehicle is first controlled to tilt 16° to the left. If the current tilt angle of the virtual vehicle is already greater than 15°, no further changes are made, the virtual character is further controlled to swap positions with the passenger position, and then automatically controlled to disembark.

[0178] Specifically, as shown in Figure 12, the logic for "providing the 'AI-safe landing' function when the aircraft is airborne" in this embodiment is as follows:

[0179] When a player is driving a virtual motorcycle vehicle in combat, it is necessary to determine in real time whether the virtual motorcycle vehicle is currently at a distance from the ground and not crossing it. If the virtual motorcycle vehicle is currently at a distance from the ground and not crossing it, it is decided that the virtual motorcycle vehicle will enter an airborne state. When the vehicle is airborne, the angle UI should be displayed at the crosshairs in the center of the interface, and the angle between the virtual motorcycle vehicle and the ground should be determined in real time. If they are parallel, a green UI should indicate safe landing; if they intersect but the angle is 45° or less, a yellow UI should indicate a risky landing; and if they intersect and the angle is greater than 45°, a red UI should indicate that landing is dangerous. When the aircraft is airborne, the "AI - Safe Disembark" button on the right side of the interface must be replaced with an "AI - Safe Landing" button. The system must determine whether the player clicks this button or not. If the player clicks it, the button enters a selected state. While in the selected state, the system must determine whether the player releases their finger. If the player releases their finger, the system executes the safe landing logic and terminates the process.

[0180] In this embodiment, it is assumed that if the extension of the bottom of the virtual motorcycle vehicle is parallel to the extension of the ground, the virtual motorcycle vehicle will not necessarily tip over upon landing, will remain airborne, and when the player clicks "Al - Safe Landing", it will enter a system takeover management state, which will continue until the airborne state ends. In order to ensure that the bottom of the virtual motorcycle vehicle becomes parallel to the ground as quickly as possible and maintains that position, this embodiment first identifies the current ground terrain and the current forward / backward orientation of the virtual motorcycle vehicle, for example, if the ground is uphill at 15° and the virtual motorcycle vehicle is parallel and not tilted forward or backward at 15°, Furthermore, it determines whether the two extensions fit to be parallel, and if not, it determines what the angle between them should be to adjust the virtual motorcycle more quickly. For example, if the angle between the virtual motorcycle and the ground is 15° and it does not fit to be parallel, the virtual motorcycle needs to adjust. If it rotates 15° to the left, it will be parallel to the ground, and if it rotates to the right, it will need to rotate 345°. Therefore, rotating to the left (i.e., head up in the game) is faster. Furthermore, it operates based on the above directions and angles, and automatically assists the player in clicking "head up," continuing until the virtual motorcycle is parallel to the ground. If it is airborne, it constantly makes judgments and repeats the above steps to ensure that the virtual motorcycle is parallel to the ground.

[0181] In this embodiment, the following assumptions are made regarding the preconditions for rooftop jump information, depending on the option: When the virtual motorcycle vehicle reaches at least 70 km / h, it will perform parabolic motion strictly according to the angle of the slope. If the straight-line distance between the house and the slope exceeds 500 m, it exceeds the parabolic limit distance, and there is no possibility of a jump, so it is directly excluded and not judged.

[0182] Here, the calculation method for 500m is based on the assumption that the maximum slope angle in the game is 60°, the maximum motorcycle speed is 140km / h, and the furthest point of the calculated parabola's trajectory is 500m.

[0183] Furthermore, we need to determine whether the parabola of a virtual motorcycle after sprinting uphill can cover the rooftop, and if so, whether the virtual motorcycle can land on the rooftop. First, we need to determine the angle between the current uphill slope and the ground; for example, an uphill slope that slopes upward at 15° has an angle of 15°. We then determine what the parabolic curve looks like at a specific speed of 70 km / h or more under that slope. For example, Figure 13 shows the parabolic graphs of a virtual motorcycle passing through this uphill slope at 70 km / h and 140 km / h, respectively. Finally, we place the house (the object to be landed on) within the parabola and check whether the rooftop (the landing surface of the object) is within the area covered by the parabola. For example, if there is a house 10m away from this slope and the house is 4m high, the conditions are met, and the virtual motorcycle can reach the top of the roof by sprinting and then fall vertically onto the roof by dismounting. Furthermore, if there is a house 40m away from this slope, no matter how high it is, the conditions are not met.

[0184] Furthermore, by calculating each point on the slope once using the above algorithm, it is possible to estimate how much speed is needed at each point to land on the roof, and to calculate the minimum required speed. As shown in Figure 10, the shaded area of ​​the slope is where the conditions are met, and the player is notified that the minimum required speed is 100 km / h and the current speed is 50 km / h.

[0185] The embodiment provided in this application utilizes five safety notifications and safety features added when an in-game player drives a virtual motorcycle vehicle, helping the player better perceive whether the virtual motorcycle vehicle is currently safe, assisting the player in performing driving controls more effectively and easily, and both AI-related functions can help the player complete all operations at once, maintaining a safe state quickly and accurately, further improving the limits of game competitiveness, enhancing the game experience, and addressing player dissatisfaction.

[0186] Furthermore, all interaction operations throughout the system are completed with a click, are the simplest possible, and utilize interaction gestures that best match the corresponding senses, requiring no other complex interaction operations or understanding. This minimizes the player's learning curve, enhances the user experience, and makes it easier for players to operate within the game.

[0187] To ensure understanding, the specific embodiments of this application relate to user information such as relevant data, and when the above embodiments of this application are applied to specific products or technologies, it is necessary to obtain the user's permission or consent, and the collection, use, and processing of relevant data must comply with applicable laws, regulations, and standards.

[0188] It is important to note that, for the sake of brevity, the embodiments of each of the above methods are described as a combination of motions. However, those skilled in the art will understand that the present invention is not limited to the described order of motions, for this reason, that according to the present invention, some steps may be performed in a different order or simultaneously. Furthermore, those skilled in the art will understand that the embodiments described in the specification are all preferred embodiments, and such motions and modules are not necessarily essential to the present invention.

[0189] Based on another embodiment of the present invention, a control device for a virtual vehicle used to implement the above-described control method for a virtual vehicle is further provided. As shown in Figure 14, the device is A display unit 1402 used to display a virtual vehicle driven by a virtual character, and intelligent control elements, When the intelligent control element belongs to the escape control type, a first control unit 1404 is used to control the virtual character and safely escape from the virtual vehicle in response to an operation triggered based on the intelligent control element, The system includes, when the intelligent control element belongs to the driving control type, a second control unit 1406 used by the intelligent control element to assist in controlling the virtual character and keeping the virtual vehicle driving safely.

[0190] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0191] As one possible solution, the display unit 1402 is: A first display module used to display a virtual vehicle driven by a virtual character and at least one intelligent control element, wherein the quantity of at least one intelligent control element is related to the state of the virtual vehicle (the state in which the virtual vehicle exists), and the intelligent control element is an intelligent control element belonging to the detachment control type.

[0192] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0193] As one possible solution, the first display module is: A first display submodule used to display a virtual vehicle driven by a virtual character and a first intelligent control member when the state of the virtual vehicle (the state in which the virtual vehicle exists) is in a safe state, wherein at least one intelligent control member includes the first intelligent control member and the first display submodule, A second display submodule used to display a virtual vehicle driven by a virtual character, as well as a first intelligent control member and a second intelligent control member, when the state of the virtual vehicle (the state in which the virtual vehicle exists) is in a dangerous state, wherein a first distance between the second intelligent control member and the operation control member of the virtual vehicle is less than a second distance between the first intelligent control member and the operation control member, and wherein at least one intelligent control member includes the first intelligent control member and the second intelligent control member, and the second display submodule.

[0194] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0195] As one possible solution, the device, An acquisition submodule used to acquire the survival value of a virtual vehicle and the angle between the virtual vehicle and the surface it travels on, before displaying a virtual vehicle driven by a virtual character and at least one intelligent control component, wherein the survival value of the virtual vehicle is set to prohibit driving when it is less than a first preset threshold, and the surface it travels on is the surface the virtual vehicle is currently traveling on, and A determination submodule used to determine the state of a virtual vehicle (the state in which the virtual vehicle is located) to be in a dangerous state when the survival value is less than a second preset threshold and / or the angle being caught is less than a third preset threshold, before displaying a virtual vehicle driven by a virtual character and at least one intelligent control component, further comprising a determination submodule in which the second preset threshold is greater than the first preset threshold.

[0196] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0197] As one possible solution, the first control unit 1404 is: A first adjustment module used to adjust the state of a virtual vehicle (the state in which a virtual vehicle exists) to a safe state in response to an operation triggered on any of at least one of the intelligent control members, A first control module used to control a virtual character to move from the driving position of a virtual vehicle to the non-driving position of the virtual vehicle, It includes a second control module used to control a virtual character and have it detach from a virtual vehicle in a non-driving position.

[0198] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0199] As one possible solution, the display unit 1402 is: A second display module used to show a virtual character driving a virtual vehicle in an airborne state, wherein the vertical distance between the airborne virtual vehicle and any surface is greater than a fourth threshold and the surfaces do not intersect, A third display module used to display an intelligent landing control component, wherein the intelligent landing control component is used to assist in controlling a virtual character to keep a virtual vehicle in a safe, airborne state, and the intelligent landing control component is an intelligent control element belonging to the driving control type, comprising the third display module.

[0200] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0201] As one possible solution, the second control unit 1406 is: A first acquisition module used to acquire a predicted angle between a virtual vehicle in an airborne state and a landing target surface in response to an operation triggered on an intelligent landing control member, wherein the landing target surface is the predicted landing surface of the virtual vehicle in an airborne state, and the first acquisition module, The system includes a third control module used to adjust the current driving attitude of a virtual vehicle in an airborne state when the predicted gripping angle is greater than a first preset angle, and to continue this adjustment until the predicted gripping angle falls below the first preset angle.

[0202] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0203] As one possible solution, the display unit 1402 is: A fourth display module used to show a virtual character driving a virtual vehicle in the air, wherein the vertical distance between the airborne virtual vehicle and any surface is greater than a fourth threshold and the surfaces do not intersect, A fifth display module used to display a vehicle angle indicator, wherein the vehicle angle indicator is used to assist in controlling a virtual character to continue driving a virtual vehicle that is in a safe, airborne state, the vehicle angle indicator is used to display the predicted angle between the airborne virtual vehicle and the landing target surface, the landing target surface is the predicted landing surface for the airborne virtual vehicle, and the vehicle angle indicator is an intelligent control element belonging to the driving control type, the fifth display module includes.

[0204] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0205] As one possible solution, the fifth display module is: A third display submodule used to display a first angle indicator when the predicted angle is less than a second preset angle, wherein the first angle indicator is used to indicate that it is safe for a virtual vehicle in flight to land in its current attitude, or A fourth display submodule used to display a second included angle indicator when the predicted included angle is greater than or equal to a second preset angle and less than or equal to a third preset angle, wherein the second included angle indicator is used to indicate that there is a risk in a virtual vehicle in an airborne state to land in its current driving attitude, or A fifth display submodule used to display a third-angle indicator when the predicted angle is greater than a third-preset angle, wherein the third-angle indicator is used to indicate that it would be dangerous for a virtual vehicle in flight to land in its current driving attitude.

[0206] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0207] As one possible solution, the display unit 1402 is: A sixth display module used to show a virtual character driving a virtual vehicle to a leap scene, wherein the leap scene is a virtual scene including a leap origin object and a leap target object, A seventh display module used to display a leap control element when a virtual vehicle is heading towards a leap originating object and the distance between the virtual vehicle and the leap originating object is less than a preset distance, wherein the leap control element is an intelligent control element belonging to the driving control type, and the leap control element is used to control a virtual character to help the virtual vehicle continue to drive safely, passing the leap originating object and leaping to a leap target object, and the leap control element is further used to notify at least one effective speed and the current speed of the virtual vehicle, the effective speed being the speed required for the virtual vehicle to pass the leap originating object and leap to a leap target object, the seventh display module includes.

[0208] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0209] As one possible solution, the device, A second acquisition module is used to obtain the predicted leap trajectory presented after the virtual vehicle passes the leap initiation object at its current speed, before displaying the leap control elements. The system further includes a third acquisition module used to obtain at least one leap velocity when the predicted leap trajectory intersects the leap target object, and to determine the leap velocity as the effective velocity, before displaying the leap control elements.

[0210] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0211] As one possible solution, the display unit 1402 is: An eighth display module used to show a virtual character driving a virtual vehicle to a leap scene, wherein the leap scene is a virtual scene including a leap origin object and a leap target object, and A ninth display module used to display an intelligent leap control member when a virtual vehicle is heading towards a leap originating object and the distance between the virtual vehicle and the leap originating object is less than a preset distance, wherein the intelligent leap control member is an intelligent control element belonging to the driving control type, and the intelligent leap control member is used to control a virtual character to continue driving the virtual vehicle safely past the leap originating object and leap to a leap target object, the ninth display module includes.

[0212] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0213] As one possible solution, the second control unit 1406 is: A fourth acquisition module is used to acquire the predicted leap trajectory presented after the virtual vehicle has passed the leap initiation object at its current speed, in response to an operation triggered on the intelligent leap control member. It includes a second adjustment module used to control the virtual vehicle and adjust its current speed when the predicted leap trajectory and the leap target object do not intersect, and to continue this until the predicted leap trajectory and the leap target object intersect.

[0214] For specific examples, please refer to the examples shown in the above-mentioned control method for the virtual vehicle, and in this example, a detailed explanation will not be provided again here.

[0215] Further embodiments of the embodiments of the present application provide electronic equipment used to implement the method for controlling the virtual vehicle described above, which may be, but is not limited to, the user equipment 102 or the server 112 shown in Figure 1. This embodiment describes the case where the electronic equipment is the user equipment 102 as an example, and further as shown in Figure 15, the electronic equipment includes a memory 1502 and a processor 1504, wherein a computer program is stored in the memory 1502 and the processor 1504 is configured by the computer program to perform the steps in the embodiment of the method described in any one of the above paragraphs.

[0216] In this embodiment, the electronic device may optionally be located in at least one of the network devices of a computer network.

[0217] Optionally, in this embodiment, the processor may be configured to perform steps in the method for controlling the virtual vehicle by a computer program.

[0218] Selectively, as can be understood by those skilled in the art, the structure shown in Figure 15 is illustrative only, and Figure 15 is not limited to the structure of the electronic device described above. For example, the electronic device may include more or fewer components (e.g., network ports) than those shown in Figure 15, or may have a different arrangement than that shown in Figure 15.

[0219] Here, memory 1502 can be used to store software programs and modules, for example, program instructions / modules corresponding to the virtual vehicle control method and device in the embodiment of the present application, and processor 1504 operates the software programs and modules stored in memory 1502, thereby executing various functional applications and data processing, i.e., realizing the virtual vehicle control method described above. Memory 1502 may include high-speed random memory and may further include non-volatile memory, for example, one or more magnetic disk storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 1502 may further include memory located remotely from processor 1504, and these remote memories may be connected to electronic devices by a network. Examples of the network include, but are not limited to, the Internet, intranet, local area network, mobile communication network, and combinations thereof. Here, memory 1502 can be used to store information such as virtual characters, virtual vehicles, and intelligent control elements, but is not limited to these. As one example, as shown in Figure 15, the memory 1502 may include, but is not limited to, the display unit 1402, the first control unit 1404, and the second control unit 1406 of the control device for the virtual vehicle. Furthermore, it may also include, but is not limited to, other module units of the control device for the virtual vehicle, and will not be described in detail again in this example.

[0220] Selectively, the above transmission device 1506 is used to receive or transmit data over a network. Specific examples of the above network may include wired networks and wireless networks. In one example, the transmission device 1506 includes a network interface controller (NIC) which can be connected to other network devices and routers via network cables, thereby enabling communication with the Internet or a local area network. In one example, the transmission device 1506 is a radio frequency (RF) module which is used to communicate with the Internet wirelessly.

[0221] The electronic device further includes a display 1508 used to display information such as the virtual character, virtual vehicle, and intelligent control element, and a connection bus 1510 used to connect each module component of the electronic device.

[0222] In other embodiments, the user device or server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes in the form of network communication. Here, a peer-to-peer network can be formed between the nodes, and any type of computing device, such as electronic devices like servers or user devices, can join the peer-to-peer network and become a node in the blockchain system.

[0223] Based on one aspect of the present application, a computer program product is provided, which includes a computer program / instruction, and which includes program code used to perform a method shown in a flowchart. In such an embodiment, the computer program may be downloaded and installed from a network by a communication portion and / or installed from a removable medium. When the computer program is executed on a central processor, it performs various functions provided by the embodiment of the present application.

[0224] The numbering of the embodiments in the present application above is for descriptive purposes only and does not imply any superiority or inferiority among the embodiments.

[0225] It should be explained that the computer system of the electronic device is merely one example and should not in any way limit the functionality and scope of use of the embodiment of this application.

[0226] The computer system includes a Central Processing Unit (CPU), which may perform various appropriate actions and processes based on programs stored in read-only memory (ROM) or programs loaded from the memory into random access memory (RAM). Various programs and data necessary for system operation are further stored in the random access memory. The central processor is connected to the read-only memory and random access memory by a bus. Input / output ports (i.e., I / O ports) are also connected to bus 1104.

[0227] The components of the computer, including the input section (such as a keyboard and mouse), the output section (such as a cathode ray tube (CRT), liquid crystal display (LCD), and speakers), the storage section (such as a hard disk), and the communication section (such as a local area network card and a network port card like a modem), are connected to the input / output ports. The communication section performs communication processing via a network, such as the internet. Drivers are also connected to the input / output ports as needed. Removable media, such as magnetic disks, optical disks, magneto-optical disks, and semiconductor memory, are attached to the drivers as needed, and computer programs read from them are installed in the storage section as needed.

[0228] In particular, based on the embodiments of the present application, the processes described in each method flowchart may be implemented as a computer software program. For example, the embodiments of the present application include a type of computer program product which includes a computer program contained on a computer-readable medium, and the computer program includes program code used to perform the methods shown in the flowchart. In such embodiments, the computer program may be downloaded and installed from a network by a communication component and / or installed from a removable medium. When the computer program is executed on a central processor, it performs various functions limited in the system of the present application.

[0229] Based on one aspect of the present invention, a type of computer-readable storage medium is provided, and the computer device performs the method provided in the various selectable implementations by having the processor of the computer device read computer instructions from the computer-readable storage medium and the processor execute the computer instructions.

[0230] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program used to perform the steps in the method for controlling the virtual vehicle.

[0231] In the embodiments of this application, the terms “module” or “unit” refer to a computer program or part of a computer program having a predetermined function, which works together with other relevant parts to achieve a predetermined objective, and which can be achieved in whole or in part by using software, hardware (e.g., processing circuits or memory), or a combination thereof. Similarly, one processor (or more processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit may be part of an entire module or unit that includes the functions of a module or unit.

[0232] Optionally, in this embodiment, as will be understood by those skilled in the art, all or part of the steps in the various methods of the above embodiment may be completed by programming instructions to hardware related to the electronic device, the program may be stored in a computer-readable storage medium, the storage medium may include a flash drive, read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk, etc.

[0233] The numbering of the embodiments in the present application above is for descriptive purposes only and does not imply any superiority or inferiority among the embodiments.

[0234] The integrated units in the above embodiments are implemented in the form of software function units and can be stored in the computer-readable storage medium when sold or used as independent products. Based on this understanding, the technical solutions of the present application, essentially, or partially contributing to the prior art, or all or part of the technical solutions, can be embodied in the form of a computer software product, which is stored in a storage medium, contains a plurality of instructions, and is used to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to perform all or part of the steps of the method of each embodiment of the present application.

[0235] In the embodiments described above, emphasis is placed on each embodiment, and for parts not explained in detail in one embodiment, the relevant descriptions in other embodiments can be referenced.

[0236] In some embodiments provided by this application, it should be understood that the disclosed client terminals can be implemented in other ways. Herein, the embodiments of the devices described above are illustrative only, and for example, the division of units is merely a division of a kind of logic function, and in actual implementation there may be other division methods, for example, multiple units or components may be combined, or they may be integrated into another system, or some features may be ignored or not performed. On the other hand, the connections, direct connections, or communication connections between each other that are shown or mentioned may be indirect connections or communication connections through some ports, units, or modules, and may be electrical or in other forms.

[0237] The units described as separating members may or may not be physically separated, and the members shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Depending on the actual needs, some or all of these units can be selected to achieve the objectives of the solution of this embodiment.

[0238] Furthermore, each functional unit in each embodiment of the present application may be integrated into a single processing unit, each unit may exist physically independently, or two or more units may be integrated into a single unit. The integrated unit may be implemented using hardware form or using software functional unit form.

[0239] The foregoing describes only preferred embodiments of the present application, and it should be noted that those skilled in the art can make several further improvements and modifications without departing from the principles of the present application, and these improvements and modifications should also be considered within the scope of protection of the present application. [Explanation of Symbols]

[0240] 102 User Equipment 104 displays 106 Processors 108 memory 110 Network 112 Servers 114 Databases 116 Processing Engine 302 Virtual Characters 304 items 306 Intelligent Control Elements 308 Normal control elements 402 Virtual Characters 404 items 406 Intelligent Control Elements 408 Virtual Obstacles 502 Virtual Characters 504 items 506 Intelligent Control Elements 508 Virtual Fault Area 1104 Bus 1402 Display Unit 1404 First Control Unit 1406 Second Control Unit 1502 memory 1504 Processor 1506 Transmission device 1508 Display 1510 Connecting Bus

Claims

1. A method for controlling a virtual vehicle, which is performed by electronic equipment. The steps include displaying a virtual vehicle driven by a virtual character and intelligent control elements, If the intelligent control element belongs to the detachment control type, the steps include: responding to an operation triggered based on the intelligent control element, controlling the virtual character to safely detach from the virtual vehicle; A method for controlling a virtual vehicle, comprising the step of, when the intelligent control element belongs to a driving control type, using the intelligent control element to control the virtual character and assist in continuing to drive the virtual vehicle in a safe state.

2. The step of displaying a virtual vehicle driven by a virtual character and intelligent control elements is: The method according to claim 1, comprising the step of displaying the virtual vehicle driven by the virtual character and at least one intelligent control member, wherein the quantity of the at least one intelligent control member is related to the state of the virtual vehicle (the state in which the virtual vehicle exists), and the intelligent control member is an intelligent control element belonging to the detachment control type.

3. The step of displaying the virtual vehicle driven by the virtual character and at least one intelligent control member is: A step of displaying the virtual vehicle driven by the virtual character and a first intelligent control member when the state of the virtual vehicle (the state in which the virtual vehicle exists) is in a safe state, wherein the at least one intelligent control member includes the first intelligent control member. The method according to claim 2, the step of displaying the virtual vehicle driven by the virtual character, as well as the first intelligent control member and the second intelligent control member, when the state of the virtual vehicle (the state in which the virtual vehicle exists) is in a dangerous state, wherein the first distance between the second intelligent control member and the operation control member of the virtual vehicle is less than the second distance between the first intelligent control member and the operation control member, and wherein the at least one intelligent control member includes the first intelligent control member and the second intelligent control member.

4. Prior to the step of displaying the virtual vehicle driven by the virtual character and at least one intelligent control member, the method: A step of obtaining the survival value of the virtual vehicle and the angle between the virtual vehicle and the surface it is traveling on, wherein the virtual vehicle is set to "do not travel" when the survival value is less than a first preset threshold, and the travel surface is the surface on which the virtual vehicle is currently traveling. The method according to claim 2 or 3, further comprising the step of determining the state of the virtual vehicle (the state in which the virtual vehicle exists) to a dangerous state when the survival value is less than a second preset threshold and / or the angle being less than a third preset threshold, wherein the second preset threshold is greater than the first preset threshold.

5. The step of controlling the virtual character to safely dismount from the virtual vehicle in response to an operation triggered based on the intelligent control element is as follows: The steps include: responding to an operation triggered on any of the at least one intelligent control member, adjusting the state of the virtual vehicle (the state in which the virtual vehicle exists) to a safe state; The steps include controlling the virtual character to move the virtual vehicle from the driving position to the non-driving position of the virtual vehicle, The method according to any one of claims 2 to 4, comprising the step of controlling the virtual character to disengage from the virtual vehicle in the non-driving position.

6. The step of displaying a virtual vehicle driven by a virtual character and intelligent control elements is: A step of indicating that the virtual character is driving a virtual vehicle that is in a state of airborne state, wherein the vertical distance between the airborne virtual vehicle and any surface is greater than a fourth threshold and does not intersect with each other. The method according to any one of claims 1 to 5, comprising the step of displaying an intelligent landing control member, wherein the intelligent landing control member is used to control the virtual character to help keep the virtual vehicle in the hovering state in a safe state, and the intelligent landing control member belongs to the driving control type intelligent control element.

7. The step of using the intelligent control element to control the virtual character and assist in continuing to drive the virtual vehicle in a safe state is, Steps include: obtaining a predicted angle between the virtual vehicle in the hovering state and the landing target surface in response to an operation triggered on the intelligent landing control member, wherein the landing target surface is the predicted landing surface of the virtual vehicle in the hovering state; The method according to claim 6, comprising the step of adjusting the current driving posture of the virtual vehicle in the airborne state when the predicted angle is greater than a first preset angle, and continuing until the predicted angle is less than the first preset angle.

8. The step of displaying a virtual vehicle driven by a virtual character and intelligent control elements is: A step of indicating that the virtual character is driving a virtual vehicle that is in a state of airborne state, wherein the vertical distance between the airborne virtual vehicle and any surface is greater than a fourth threshold and does not intersect with each other. The method according to any one of claims 1 to 7, comprising the step of displaying a vehicle angle indicator, wherein the vehicle angle indicator is used to assist in controlling the virtual character to continue driving the virtual vehicle in the hovering state in a safe manner, the vehicle angle indicator is used to represent a predicted angle between the hovering virtual vehicle and a landing target surface, the landing target surface is a predicted landing surface for the hovering virtual vehicle, and the vehicle angle indicator is an intelligent control element belonging to the driving control type.

9. The step of displaying the vehicle angle indicator is, A step of displaying a first angle indicator when the predicted angle is less than a second preset angle, wherein the first angle indicator is used to indicate that it is safe for the virtual vehicle in the airborne state to land in its current driving attitude, or A step of displaying a second angle indicator when the predicted angle is greater than or equal to the second preset angle and less than or equal to the third preset angle, wherein the second angle indicator is used to indicate that there is a risk of the virtual vehicle in the airborne state landing in its current driving attitude, or The method of claim 8, comprising the step of displaying a third angle indicator when the predicted angle is greater than the third preset angle, wherein the third angle indicator is used to indicate that it would be dangerous for the virtual vehicle in the airborne state to land in the current driving attitude.

10. The step of displaying a virtual vehicle driven by a virtual character and intelligent control elements is: A step of displaying the virtual character driving the virtual vehicle to a leap scene, wherein the leap scene is a virtual scene including a leap origin object and a leap target object. The method according to any one of claims 1 to 9, comprising the step of displaying a leap control element when the virtual vehicle is heading toward the leap originating object and the distance between the virtual vehicle and the leap originating object is less than a preset distance, wherein the leap control element is an intelligent control element belonging to the driving control type, and the leap control element is used to control the virtual character to help drive the virtual vehicle in a safe manner to pass the leap originating object and leap to the leap target object, and the leap control element is further used to notify at least one effective speed and the current speed of the virtual vehicle, the effective speed being the speed required for the virtual vehicle to pass the leap originating object and leap to the leap target object.

11. Prior to the step of displaying the leap control element, the method, The steps include obtaining the predicted leap trajectory presented after the virtual vehicle has passed the leap initiation object at the current speed, The method according to claim 10, further comprising the steps of obtaining at least one leap velocity when the predicted leap trajectory intersects the leap target object, and determining the leap velocity to be the effective velocity.

12. The step of displaying a virtual vehicle driven by a virtual character and intelligent control elements is: A step of displaying the virtual character driving the virtual vehicle to a leap scene, wherein the leap scene is a virtual scene including a leap origin object and a leap target object. The method according to any one of claims 1 to 11, comprising the step of displaying an intelligent leap control member when the virtual vehicle is heading toward the leap originating object and the distance between the virtual vehicle and the leap originating object is less than a preset distance, wherein the intelligent leap control member is an intelligent control element belonging to the driving control type, and the intelligent leap control member is used to control the virtual character to continue driving the virtual vehicle in a safe manner, passing the leap originating object and leaping to the leap target object.

13. The step of using the intelligent control element to control the virtual character and assist in continuing to drive the virtual vehicle in a safe state is, The steps include: In response to an operation triggered on the intelligent leap control member, obtaining a predicted leap trajectory presented after the virtual vehicle has passed the leap initiation object at its current speed; The method according to any one of claims 10 to 12, comprising the step of controlling the virtual vehicle to adjust the current speed if the predicted leap trajectory and the leap target object do not intersect, and continuing until the predicted leap trajectory and the leap target object intersect.

14. A control device for a virtual vehicle, A display unit used to display a virtual vehicle driven by a virtual character, and intelligent control elements, When the intelligent control element belongs to the escape control type, a first control unit is used to control the virtual character and safely escape from the virtual vehicle in response to an operation triggered based on the intelligent control element, A control device for a virtual vehicle, comprising: a second control unit used by the intelligent control element to assist in controlling the virtual character and continuing to drive the virtual vehicle in a safe state, when the intelligent control element belongs to a driving control type; and a second control unit.

15. A computer-readable storage medium, wherein the computer-readable storage medium includes a stored program, wherein the program performs the method according to any one of claims 1 to 14 when operated by an electronic device.

16. A computer program product comprising a computer program / instruction, wherein the computer program / instruction, when executed by a processor, implements a step according to any one of claims 1 to 14.

17. Electronic device comprising memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to perform the method according to any one of claims 1 to 14 by the computer program.