Method, device, equipment, and computer program for controlling summoned objects in a virtual scene
By introducing summoned objects into virtual scenes, automatically converting forms and entering the interactive support state, the problem of low interaction efficiency of virtual objects in the prior art is solved, and more efficient human computer interaction and virtual object interaction capabilities are achieved.
Patent Information
- Application Number
- JP2023553739
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-05-31
- Filing Date
- 2022-05-05
- Publication Date
- 2025-04-28
- Estimated Expiration
- 2042-05-05
AI Technical Summary
In existing virtual scene applications, users control a single virtual object to interact with other virtual objects through terminals, resulting in low interaction efficiency and multiple operations are required to achieve specific interaction goals.
By introducing summoned objects in the virtual scene, the summoned objects automatically change form in the interactive preparation state and enter the interactive support state to assist the target virtual objects to interact with other virtual objects.
It improves the efficiency of human computer interaction, reduces the number of times users operate on the terminal, enhances the interaction ability of the target virtual object, and saves computing resources.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present application relates to a technology of human-computer interaction, and in particular to a method, an apparatus, a device, a computer-readable storage medium, and a computer program product for controlling summoned objects in a virtual scene.
[0002] The embodiments of the present application are based on and claim priority to a Chinese patent application having application number 202110602499.3 and filing date May 31, 2021, the entire contents of which are hereby incorporated by reference into the embodiments of the present application. [Background technology]
[0003] At present, in many virtual scene applications, users mostly control a single virtual object through a terminal to interact with other virtual objects in a virtual scene, but the skill capability of a single virtual object is relatively limited, and in order to achieve a certain interaction goal, the user needs to control the single virtual object through a terminal to perform multiple interaction operations, which results in low efficiency of human-computer interaction. Summary of the Invention [Problem to be solved by the invention]
[0004] The embodiments of the present application provide a method, an apparatus, a device, a computer-readable storage medium, and a computer program product for controlling a summoned object in a virtual scene, which can improve the efficiency of human-computer interaction. [Means for solving the problem]
[0005] The technical means of the embodiments of the present application are realized as follows.
[0006] An embodiment of the present application provides a method for controlling a summoned object in a virtual scene, comprising: displaying a target virtual object and a first form of the summoned object in a virtual scene; When the target virtual object is in an interaction ready state for interacting with other virtual objects in the virtual scene, control the form of the summoned object to transform from the first form to a second form; and and controlling the summoned object of the second form to be in an interaction supporting state, thereby supporting the target virtual object to interact with the other virtual object.
[0007] An embodiment of the present application provides a method for controlling a summoned object in a virtual scene, comprising: displaying a target virtual object having a shooting item and a summoned object in a human form in a virtual shooting scene; In the virtual shooting scene, controlling the target virtual object to aim at a target position using the shooting item, and displaying a corresponding sight pattern at the target position; In response to a transformation command triggered based on the sight pattern, controlling the summoned object to move to the target position, and transforming from the human form to a shield state at the target position, to assist the target virtual object in interacting with the other virtual objects.
[0008] An embodiment of the present application provides a control device for a summoned object in a virtual scene, an object display module configured to display the target virtual object and the first form of the summoned object in the virtual scene interface; When the target virtual object is in an interaction ready state for interacting with other virtual objects in the virtual scene, control the form of the summoned object to transform from the first form to a second form; and and a state control module configured to control the summoned object of the second form to be in an interaction support state and to support the target virtual object in interacting with the other virtual object.
[0009] An embodiment of the present application provides a control device for a summoned object in a virtual scene, A first display module configured to display a target virtual object having a shooting item and a summoned object in a human form in a virtual shooting scene; an aiming control module configured to control the target virtual object in the virtual shooting scene to aim at a target position using the shooting item and display a corresponding sight pattern at the target position; and a state transformation module configured to control the summoned object to move to the target position and transform from the human form to a shield state at the target position in response to a transformation command triggered based on the sight pattern, thereby assisting the target virtual object to interact with the other virtual object.
[0010] An embodiment of the present application provides an electronic device, a memory adapted to store executable instructions; and a processor that, when executing executable instructions stored in the memory, is used to realize the method for controlling a summoned object in a virtual scene provided by an embodiment of the present application.
[0011] An embodiment of the present application provides a computer-readable storage medium having executable instructions stored thereon that, when executed by a processor, are used to cause realization of a method for controlling summoned objects in a virtual scene provided by an embodiment of the present application.
[0012] An embodiment of the present application provides a computer program product, which includes a computer program or instructions, which, when executed by a processor, realizes a method of controlling a summoned object in a virtual scene provided by an embodiment of the present application. Effect of the Invention
[0013] The embodiments of the present application have the following beneficial effects:
[0014] A target virtual object in a virtual scene and a summoned object of a first form are displayed, and when the target virtual object is in an interaction preparation state for interacting with other virtual objects in the virtual scene, the form of the summoned object is controlled to be transformed from the first form to the second form, and the summoned object of the second form is controlled to be in an interaction support state, thereby assisting the target virtual object to interact with other virtual objects. In this way, when the target virtual object is in an interaction preparation state, the form of the summoned object can be automatically controlled to be transformed from the first form to the second form, and the summoned object can be controlled to be in an interaction support state, so that the summoned object can be automatically controlled to assist the target virtual object to interact with other virtual objects without any operation by the user, and the skill of the target virtual object can be improved with the help of the skill of the summoned object. Furthermore, in order to achieve a certain interaction purpose, the number of times that the user operates the terminal to control the target virtual object to perform an interaction operation can be greatly reduced, improving the efficiency of human-computer interaction and saving the consumption of computing resources. [Brief description of the drawings]
[0015] [Figure 1] 1 is an architecture schematic diagram of a control system 100 for summoned objects in a virtual scene provided by an embodiment of the present application. [Diagram 2] FIG. 5 is a structural schematic diagram of an electronic device 500 provided according to an embodiment of the present application. [Figure 3A] FIG. 2 is a process diagram of a method for controlling a summoned object in a virtual scene provided by an embodiment of the present application; [Figure 3B] FIG. 2 is a process diagram of a method for controlling a summoned object in a virtual scene provided by an embodiment of the present application; [Figure 4]FIG. 2 is a schematic diagram of a summoned object provided by an embodiment of the present application; [Diagram 5] FIG. 2 is a state transformation schematic diagram of a summoned object provided by an embodiment of the present application; [Figure 6] FIG. 2 is a state transformation schematic diagram of a summoned object provided by an embodiment of the present application; [Figure 7] FIG. 2 is a schematic diagram of summoning conditions for a summoned object provided by an embodiment of the present application; [Figure 8] FIG. 1 is a schematic diagram of a summoning method provided by an embodiment of the present application. [Figure 9] FIG. 2 is a schematic diagram of a summoned object tracking method provided by an embodiment of the present application; [Figure 10] FIG. 2 is a schematic diagram of mobile position determination provided by an embodiment of the present application. [Figure 11] FIG. 2 is a schematic diagram of a summoned object state transformation method provided by an embodiment of the present application; [Figure 12] FIG. 2 is a state transformation schematic diagram of a summoned object provided by an embodiment of the present application; [Figure 13] 13 is a schematic diagram of the action and effect of a summoned object provided by an embodiment of the present application; [Figure 14A] 1 is a schematic diagram of a screen observed through a summoned object provided by an embodiment of the present application; [Figure 14B] 1 is a schematic diagram of a screen observed through a summoned object provided by an embodiment of the present application; [Figure 15] FIG. 2 is a state transformation schematic diagram of a summoned object provided by an embodiment of the present application; [Figure 16] FIG. 2 is a structural schematic diagram of a control device of a summoned object in a virtual scene provided by an embodiment of the present application; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] In order to make the objectives, technical means and advantages of the present application clearer, the present application will be described in more detail below in conjunction with the drawings. The described embodiments should not be regarded as limitations on the present application, and all other embodiments that a person skilled in the art can obtain without creative labor fall within the scope of protection of the present application.
[0017] In the following description, references to "some embodiments" may describe a subset of all possible embodiments, but it will be understood that "some embodiments" may be the same or different subsets of all possible embodiments and may be combined with each other where not inconsistent.
[0018] In the following description, the relative terms "first\second..." are merely used to distinguish between similar objects and do not represent a particular order for the objects. As will be appreciated, the terms "first\second..." can be interchanged with respect to the particular order or order where permitted. Thus, the embodiments of the present application described herein can be implemented in orders other than those illustrated or described herein.
[0019] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art. The terms used herein are for the purpose of describing the embodiments of the present application only and are not intended to be limiting of the present application.
[0020] Before describing the embodiments of the present application in more detail, the nouns and terms related to the embodiments of the present application will be explained. The nouns and terms related to the embodiments of the present application can be applied to the following interpretations.
[0021] 1) A client is an application program that runs on a terminal and is used to provide various services, such as a video playback client, a game client, etc.
[0022] 2) In response to is used to express a condition or state on which an operation to be performed depends. When the dependent condition or state is satisfied, the operation or operations to be performed may be in real time or may have a set delay, and unless otherwise specified, there is no restriction on the order of execution of the operations to be performed.
[0023] 3) A virtual scene is a virtual scene that is displayed (or provided) when an application program is running on a terminal, and the virtual scene may be a simulation environment of the real world, a semi-simulated semi-fictional virtual environment, or even a purely fictional virtual environment. The virtual scene may be any one of a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the embodiments of the present application do not limit the dimensions of the virtual scene.
[0024] For example, when the virtual scene is a three-dimensional virtual space, the three-dimensional virtual space may be an open space. The virtual scene can be used to simulate a realistic environment in reality, for example, the virtual scene may include sky, land, sea, etc., and the land may include environmental elements such as desert, city, etc. Of course, the virtual scene may further include virtual objects, such as buildings, vehicles, weapons, etc., which are used by virtual objects in the virtual scene to arm themselves or to fight other virtual objects. The virtual scene can also be used to simulate a realistic environment under different weather conditions, such as sunny, rainy, foggy, or night. A user can control a virtual object to move in the virtual scene.
[0025] 4) A virtual object is an image of various people and things that can be interacted with in a virtual scene, or a movable object in the virtual scene. The movable object may be a virtual person, a virtual animal, a cartoon character, etc., such as a person, an animal, a plant, a drum, a wall, a stone, etc. displayed in the virtual scene. The virtual object may be a single virtual image used to represent a user in the virtual scene. A virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0026] Selectably, the virtual object may be a user character controlled by an operation on a client, an artificial intelligence (AI) set during a virtual scene battle by training, or a non-player character (NPC) set in a virtual scene interaction. Selectably, the virtual object may be a virtual person performing a confrontation-type interaction in a virtual scene. Selectably, the number of virtual objects participating in an interaction in the virtual scene may be preset or dynamically determined according to the number of clients joining the interaction.
[0027] Taking a shooting game as an example, a user can control a virtual object to freely fall, glide, open a parachute and fall in the air of the virtual scene, run, jump, crawl, bend forward on land, etc., and can also control a virtual object to swim, float, or dive in the sea. Of course, a user can also control a virtual object to move in the virtual scene by riding a virtual vehicle, for example, the virtual vehicle may be a virtual car, a virtual airplane, a virtual sightseeing boat, etc., and although only the above scenes are described as examples here, the embodiment of the present application is not specifically limited thereto. A user can also control a virtual object to perform a confrontation-type interaction with another virtual object by using a virtual item, for example, the virtual item may be a throwing-type virtual item such as a grenade, a cluster grenade, or a sticky grenade, or a shooting-type virtual item such as a machine gun, a pistol, or an infantry gun, and the present application does not specifically limit the control type of a summoned object in a virtual scene.
[0028] 5) Summoned objects are images of various people and things that can help virtual objects interact with other virtual objects in a virtual scene, and the images may be virtual people, virtual animals, animated characters, virtual items, virtual vehicles, etc.
[0029] 6) The scene data represents various characteristics that an object in a virtual scene expresses in the course of interaction, and may include, for example, the position of the object in the virtual scene. Of course, different types of characteristics may be included depending on the type of the virtual scene, for example, in a virtual scene of a game, the scene data may include the time that needs to be waited when setting various functions in the virtual scene (determined as the number of times the same function can be used within a certain time), and may further represent attribute values of various states of a game character, such as hit points (also called energy value, red amount) and magic points (also called blue amount), etc.
[0030] Referring to Fig. 1, Fig. 1 is an architecture schematic diagram of a control system 100 for summoned objects in a virtual scene provided by an embodiment of the present application. To realize supporting an exemplary application, terminals (exemplary terminals 400-1 and 400-2) are connected to a server 200 by a network 300, which may be a wide area network, a local area network, or a combination of both, and realizes data transmission using wireless or wired links.
[0031] The terminal may be various types of user terminals such as a smartphone, a tablet computer, a notebook computer, or a desktop computer, a game console, a television, or a combination of any two or more of these data processing devices. The server 200 may be a single server supporting various services that are configured separately, may be configured as a server cluster, or may be a cloud server, etc.
[0032] In practical application, an application program supporting virtual scenes is installed and running on the terminal, which may be any one of First-Person Shooting games (FPS), Third-Person Shooting games, Multiplayer Online Battle Arena games (MOBA), Two Dimension (abbreviated as 2D) game applications, Three Dimension (abbreviated as 3D) game applications, Virtual Reality application programs, Three-Dimensional map programs, or Multiplayer gunfighting survival games, and the application program may also be a standalone application program, for example a standalone 3D game program.
[0033] The virtual scene according to the embodiment of the present invention can be used to simulate a three-dimensional virtual space, and the three-dimensional virtual space can be an open space. The virtual scene can be used to simulate a realistic environment in reality, for example, the virtual scene can include sky, land, sea, etc., and the land can include environmental elements such as desert, city, etc. Of course, the virtual scene can also include virtual objects, such as buildings, desks, vehicles, weapons, etc., which are used by virtual objects in the virtual scene to arm themselves or to fight other virtual objects. The virtual scene can also be used to simulate a realistic environment under different weather conditions, such as sunny, rainy, foggy, or night weather. The virtual object can be a virtual image used to represent a user in the virtual scene, and the virtual image can be any form, such as a simulated person, a simulated animal, etc., and the present invention is not limited thereto. In actual implementation, a user can use the terminal to control virtual objects to move in the virtual scene, including but not limited to at least one of the following movements: adjusting body posture, crawling, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and thrusting.
[0034] Taking an electronic game scene as an exemplary scene, a user can operate in advance on the terminal, and the terminal can download a game setting file of the electronic game after detecting the user's operation. The game setting file may include the application program, interface display data, or virtual scene data of the electronic game, etc., so that when the user (or player) logs into the electronic game on the terminal, the user can call up the game setting file and perform rendering display on the electronic game interface. The user can perform a touch control operation on the terminal, and the terminal can send an acquisition request for game data corresponding to the touch control operation to the server after detecting the touch control operation. The server determines game data corresponding to the touch control operation based on the acquisition request and returns it to the terminal, and the terminal performs rendering display on the game data. The game data may include virtual scene data, action data of virtual objects in the virtual scene, etc.
[0035] In practical application, the terminal displays a target virtual object and a summoned object of a first form in a virtual scene, and when the target virtual object is in an interaction preparation state for interacting with other virtual objects in the virtual scene, the terminal controls the form of the summoned object to transform from the first form to a second form, and controls the summoned object of the second form to be in an interaction support state, thereby supporting the target virtual object to interact with other virtual objects.
[0036] Referring to FIG. 2, FIG. 2 is a structural schematic diagram of an electronic device 500 provided by an embodiment of the present application. In practical application, the electronic device 500 is the terminal 400-1, the terminal 400-2, or the server 200 in FIG. 1. Taking the electronic device as the terminal 400-1 or the terminal 400-2 shown in FIG. 1 as an example, an electronic device implementing a method for controlling a summoned object in a virtual scene according to an embodiment of the present application will be described. The electronic device 500 shown in FIG. 2 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is coupled together by a bus system 540. As can be understood, the bus system 540 is used to realize the connection communication between these components. The bus system 540 not only includes a data bus, but also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, in FIG. 2, all the various buses are marked as the bus system 540.
[0037] The processor 510 may be a type of integrated circuit chip and has signal processing capabilities, such as a general purpose processor, a digital signal processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware component, etc., where the general purpose processor may be a microprocessor, or any conventional processor, etc.
[0038] The user interface 530 includes one or more output devices 531 that enable the display of media content, including one or more speakers and / or one or more visual displays. The user interface 530 further includes one or more input devices 532, including user interface members that contribute user input, such as a keyboard, mouse, microphone, touch display, camera, other input buttons, and controls.
[0039] Memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. Memory 550 may include one or more storage devices that are selectively separate in physical location from processor 510.
[0040] The memory 550 may include volatile or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be read only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0041] In some embodiments, the control device of the summoned object in the virtual scene provided by the embodiment of the present application can be realized by adopting the method of software. Figure 2 shows the control device of the summoned object in the virtual scene 555 stored in the memory 550, which may be software in the form of a program, plug-in, etc., and includes software modules such as an object display module 5551 and a state control module 5552, and these modules may be logical. Therefore, any combination or further division can be made according to the function to be realized, and the function of each module will be described below.
[0042] Next, the method for controlling summoned objects in a virtual scene provided by the embodiment of the present application will be described. In practical implementation, the method can be implemented by a server or a terminal alone, or can be implemented by a server and a terminal together. As shown in FIG. 3A, FIG. 3A is a process diagram of the method for controlling summoned objects in a virtual scene provided by the embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 3A.
[0043] Step 101: The terminal displays a target virtual object and a first type of summoned object in a virtual scene.
[0044] Here, a client supporting a virtual scene is installed in the terminal. When a user opens the client in the terminal and the terminal operates the client, the terminal transmits a request to acquire scene data of the virtual scene to the server. The server acquires scene data of the virtual scene indicated by the scene identifier based on the scene identifier carried in the acquisition request, and returns the acquired scene data to the terminal. The terminal performs screen rendering based on the received scene data, displays a screen of the virtual scene obtained by observing the virtual scene from the viewpoint of the target virtual object, and displays the target virtual object and the first type of summoned object on the screen of the virtual scene. Here, the screen of the virtual scene is obtained by observing the virtual scene from the viewpoint of a first-person object, or is obtained by observing the virtual scene from a third-person viewpoint. The screen of the virtual scene includes a virtual object performing an interaction operation, and an object interaction environment, for example, a target virtual object controlled by the current user, and a summoned object associated with the target virtual object.
[0045] Here, the target virtual object is a virtual object in a virtual scene corresponding to a currently logged-in account. In the virtual scene, the user can control the target virtual object to interact with other virtual objects (different from the virtual objects in the virtual scene corresponding to the currently logged-in account) based on the interface of the virtual scene, for example, control the target virtual object to shoot other virtual objects with a virtual shooting item (e.g., a virtual sniper-like gun, a virtual submachine gun, a virtual shotgun, etc.). The summoned object is an image of various people and things used to help the target virtual object interact with other virtual objects in the virtual scene, and the image may be a virtual person, a virtual animal, a cartoon character, a virtual item, a virtual vehicle, etc.
[0046] In some embodiments, before displaying the summoned object of the first type, the terminal may summon and obtain the summoned object of the first type in the following manner: when a virtual chip used for summoning the summoned object exists in the virtual scene, a target virtual object is controlled to pick up the virtual chip to obtain an energy value of the target virtual object; when the energy value of the target virtual object reaches an energy threshold, the summoned object is summoned based on the virtual chip.
[0047] Here, the virtual chip used to summon the summon object in the virtual scene can be preset, and the virtual chip can be present at a specific position in the virtual scene, i.e., the user can assemble the virtual chip by picking up operation. In practical application, the virtual chip can be picked up before the user enters the virtual scene or in the virtual scene, or obtained as a reward, or purchased. The virtual chip can be present in the scene setting interface, i.e., the user can assemble the virtual chip based on the setting operation in the scene setting interface.
[0048] After controlling the target virtual object to complete the assembly of the virtual chip, the terminal obtains the attribute value of the target virtual object, for example, the hit points, energy value, etc. of the target virtual object. Next, it is determined whether the attribute value of the target virtual object satisfies the summoning condition corresponding to the summoning object. For example, the summoning condition corresponding to the summoning object requires that the attribute value of the virtual object reach 500 points, and therefore, it is possible to determine whether the summoning condition corresponding to the summoning object is satisfied by determining whether the energy value of the target virtual object exceeds 500 points. When it is determined that the summoning condition corresponding to the summoning object is satisfied based on the attribute value (i.e., the energy value of the target virtual object exceeds 500 points), the terminal summons the summoning object corresponding to the target virtual object based on the already assembled virtual chip.
[0049] In practical application, the summoning condition corresponding to the summoning object may further include whether to interact with a target virtual monster (e.g., an elite monster in a virtual state (hit points less than a preset threshold)). When it is determined that the summoning condition corresponding to the summoning object is satisfied (i.e., interacts with the target virtual monster), a summoning object corresponding to the target virtual object is summoned based on the already assembled virtual chip.
[0050] In actual implementation, when summoning the summon object, this can be achieved by satisfying at least one of the exemplary summoning conditions, for example, by satisfying all of the exemplary summoning conditions, or by satisfying only one or two of the exemplary summoning conditions, but this is not limited to the embodiments of the present application.
[0051] In some embodiments, after displaying a target virtual object and a summoned object having a first form, the terminal can control the summoned object to move following the target virtual object in the following manner: obtain a relative distance between the target virtual object and the summoned object, and when the relative distance exceeds a first distance threshold, control the summoned object of the first form to move to a first target position relative to the target virtual object.
[0052] Here, in practical application, if the relative distance between the summoned object and the target virtual object is too large or too small, it is disadvantageous for the summoned object to support the target virtual object. The first distance threshold is the maximum distance between the target virtual object and the position where the summoned object is located when it is convenient for the summoned object to support the target virtual object. When the relative distance between the summoned object and the target virtual object exceeds the first distance threshold, it is considered that the summoned object is too far from the target virtual object. In this case, the summoned object is in an area where it is inconvenient to support the target virtual object, and at this time, the active following behavior of the summoned object can be triggered. That is, the summoned object is controlled to move to the position where the target virtual object is located to approach it, and the summoned object is controlled to move to the first target position where it is convenient for supporting the target summoned object. When the relative distance between the summoned object and the target virtual object is smaller than the target distance threshold (the minimum distance between the target virtual object and the position where the summoned object is located when it is convenient for the summoned object to support the target virtual object, which is less than the first distance threshold), it is considered that the summoned object is too close to the target virtual object. At this time, the summoned object is also in an area that is inconvenient for supporting the target virtual object, and in this case, the active following behavior of the summoned object can also be triggered. That is, the summoned object is controlled to move away from the location of the target virtual object, and the summoned object is controlled to move to a first target position that is convenient for supporting the target summoned object. When the relative distance between the summoned object and the target virtual object is greater than the target distance threshold and less than the first distance threshold, the summoned object is considered to be in an area that is convenient for supporting the target virtual object, and the summoned object can be controlled to remain in place.However, in practical applications, to ensure that the summoned object is in the exact location that is most convenient for assisting the target virtual object, the summoned object can be controlled to move to a first target location that is most convenient for assisting the target summoned object.
[0053] Here, the first target position is an ideal position of the summoned object relative to the target virtual object, and is the most advantageous position for the summoned object to assist the target virtual object. The first target position is related to the attributes, interaction habits, etc. of the summoned object and the target virtual object, and the first target positions corresponding to different summoned objects and different target virtual objects may be different. For example, the first target position may be a position at a predetermined distance behind the right of the target virtual object and a position at a predetermined distance behind the left of the target virtual object. Furthermore, the first target position may be any one position in a sector area having a preset angle with the target virtual object as the center, and the present application does not limit the first target position, and should be determined according to the actual situation in actual application.
[0054] In some embodiments, after displaying the target virtual object and the summoned object of the first form in the virtual scene, the terminal can further control the summoned object to move following the target virtual object in the following manner: control the target virtual object to move in the virtual scene, and as the movement of the target virtual object progresses, display a second target position of the summoned object of the first form relative to the target virtual object within a tracking area centered on the position where the target virtual object is located, and control the summoned object of the first form to move to the second target position.
[0055] In some embodiments, in the process of controlling the summoned object of the first form to move to the second target position, when the summoned object cannot reach the second target position because an obstacle exists in the movement path of the summoned object or the movement path includes a different geographical environment, the summoned object is controlled to move to a third target position, where the orientations of the third target position and the second target position with respect to the target virtual object are different.
[0056] In practical application, when there is an obstacle in the movement path of the summoned object, an unreachable notice can be further displayed.
[0057] In some embodiments, before controlling the summoned object to move to the third target position, the terminal can further determine the third target position in the following manner: determine at least two positions that the summoned object passes through in the process of moving from the current position to the second target position in the tracking area, and select a position of the at least two positions whose distance between the second target position and the position is less than a target distance as the third target position; or expand the tracking area when there is no reachable position in the tracking area, and determine a third target position for the target virtual object in the expanded tracking area.
[0058] Here, in the process of controlling the summoned object to move to the second target position (e.g., a position at a predetermined distance behind the player's right) that is most advantageous for supporting the target virtual object, if the summoned object cannot be controlled to reach the second target position, the summoned object can be controlled to move to another position. For example, the summoned object can be controlled to reach the closest reachable point at the right rear of the target virtual object, or to reach a position at a predetermined distance behind the target virtual object's left, or the tracking area can be expanded, and in the expanded tracking area, a suitable reachable target point can be found according to the above method, and the summoned object can be controlled to move to the found suitable reachable target point.
[0059] Referring to FIG. 4, FIG. 4 is a schematic diagram of a summoned object being followed by an embodiment of the present application. The reverse extension line L1 facing directly ahead of the target virtual object (player) is the center, and two included angle areas extend to the left and right. The size of the included angle α can be set. Point A is obtained at a distance R1 from the position where the player is located to the reverse extension line L1, and a perpendicular line L2 is created that passes through point A and is perpendicular to the reverse extension line L1. In this way, the reverse extension line L1, the perpendicular line L2, and the included angle half line form two left and right triangular tracking areas (area 1 and area 2), or two left and right fan-shaped tracking areas. Preferentially, a target point (point B) that can be reached by the summoned object within the tracking area that is most advantageous for supporting the target virtual object, for example, area 1 behind the player's right, is selected as the target point (i.e., the third target position) at which the summoned object follows the target virtual object. If there is no suitable target point in region 1 behind the right, then select the next best option and find a suitable target point in region 2 behind the left of the player; if there is no suitable target point in region 2 behind the left of the player, then expand the search area and continue to select suitable target points in the expanded search area in the above manner until a suitable reachable target point (i.e., another reachable position) is found as the third target position.
[0060] In some embodiments, after displaying the target virtual object in the virtual scene and the summoned object of the first type, the terminal can further control the summoned object to move following the target virtual object in the following manner: control the target virtual object to move in the virtual scene, display movement path indication information as the movement progresses, the movement path indication information is used to indicate a movement path along which the summoned object moves following the target virtual object, and control the summoned object to move according to the movement path indicated by the movement path indication information.
[0061] Here, if the summoned object is already in the most advantageous relative position for supporting the target virtual object before the terminal controls the target virtual object to move it in the virtual scene, the movement path indicated by the movement path indication information in the process of controlling the target virtual object to move it in the virtual scene is the movement path of the target virtual object. The terminal controls the summoned object to follow and move in sync with the target summoned object according to the movement path indicated by the movement path indication information, thereby ensuring that the summoned object is always in the most advantageous relative position for supporting the target virtual object. If the summoned object is not in the most advantageous relative position for supporting the target virtual object before the terminal controls the target virtual object to move it in the virtual scene, the movement path indicated by the movement path indication information in the process of controlling the target virtual object to move it in the virtual scene is the movement path for adjusting the summoned object in real time. The terminal controls the summoned object to move it according to the movement path indicated by the movement path indication information, and can adjust the relative position of the summoned object with respect to the target virtual object in real time, thereby ensuring that the summoned object is in the most advantageous relative position for supporting the target virtual object to the maximum extent.
[0062] Step 102: When the target virtual object is in an interaction preparation state for interacting with other virtual objects in the virtual scene, the form of the summoned object is controlled to transform from a first form to a second form, and the summoned object in the second form is controlled to be in an interaction support state, thereby supporting the target virtual object to interact with the other virtual objects.
[0063] Here, the summoned object may have at least two different motion states, for example, a non-interaction ready state and an interaction ready state. When the summoned object satisfies a conversion condition of the motion state, the terminal can control the summoned object to convert the motion state, where the conversion condition of the motion state of the summoned object may be related to the motion state in which the target virtual object is located. For example, assuming that the summoned object is in a following state in which it moves by following the target virtual object by default, when the target virtual object is in a non-interaction ready state in which it interacts with other virtual objects in the virtual scene, it is determined that the summoned object does not satisfy the motion state condition, and in this case, the summoned object is controlled to maintain it in the following state. When the target virtual object is in an interaction ready state in which it interacts with other virtual objects in the virtual scene, it is determined that the summoned object satisfies the conversion condition of the motion state, and in this case, the summoned object is controlled to convert from the following state to the interaction ready state.
[0064] In some embodiments, the terminal can control the form of the summoned object to transform it from a first form to a second form in the following manner: Control the summoned object in the first form to move it to a target position that is a target distance away from the target virtual object, and control the summoned object at the target position to transform it from the first form to the second form.
[0065] In practical application, the summoned object has at least two different forms, and when a form conversion condition (related to the motion state in which the target virtual object is located) is satisfied, the summoned object can be controlled to perform a form conversion. For example, when the summoned object is a cartoon character and the motion state in which the target virtual object is located in the virtual scene is a non-interaction ready state, it is determined that the summoned object does not satisfy the form conversion condition, in which case the form of the summoned object is controlled to a human form (i.e., a first form), and the target virtual object is converted from a non-interaction ready state to an interaction ready state. For example, when the target virtual object enters the shoulder aiming or ADS aiming, it is determined that the summoned object satisfies the form conversion condition, in which case the summoned object having a human form is controlled to move to a target position, and the summoned object is controlled at the target position to convert from the human form to a second form such as a virtual shield wall or a protective cover.
[0066] 5-6, which are schematic diagrams of state transformation of summoned objects provided by the embodiments of the present application. In FIG. 5, when a target virtual object 501 is in a non-interaction ready state in a virtual scene, the form of the summoned object is a human form 502 (i.e., a first form), and when the target virtual object 501 enters an interaction ready state such as shoulder aiming or ADS aiming, the summoned object having a human form is controlled to move to a target position, and at the target position, the summoned object is controlled to transform from the human form (i.e., the first form) to a virtual shield wall form 503 (i.e., a second form). In FIG. 6, when the target virtual object 601 is in a non-interaction ready state in the virtual scene, the form of the summoned object is a human form 602 (i.e., a first form); when the target virtual object 601 enters an interaction ready state such as shoulder aiming or ADS aiming, the summoned object having an animated human image is controlled to move to a target position, and at the target position, the summoned object is controlled to transform from the human form (i.e., the first form) to a protective cover form 603 (i.e., a second form).
[0067] In some embodiments, the terminal may further display an interaction screen corresponding to a target virtual object interacting with another virtual object, where the target virtual object and the other virtual object are located on both sides of a summoned object, and in the process of displaying the interaction screen, when the other virtual object performs an interaction operation on the target virtual object through a virtual item, the terminal controls the summoned object to block the interaction operation.
[0068] Here, the summoned object in the second form can block attacks by other virtual objects against the target virtual object. For example, when the summoned object in the second form is a virtual shield wall and another virtual object fires a bullet to attack the target virtual object, if the bullet acts on the virtual shield wall, the virtual shield wall can block the attack by the bullet against the target virtual object, thereby achieving the function of protecting the target virtual object.
[0069] In some embodiments, the terminal may further display attribute conversion instruction information corresponding to the summoned object, where the attribute conversion instruction information is used to indicate an attribute value of the summoned object to be subtracted to block an interaction operation, and when the attribute conversion instruction information indicates that the attribute value of the summoned object is smaller than an attribute threshold, control the form of the summoned object to convert from the second form to the first form.
[0070] Here, the attribute value may include at least one of hit points, health points, energy value, stamina value, ammunition amount, and defense value. To ensure the balance of the game, the summoned object can resist a frontal attack, but in order to receive the attack, its own attributes are consumed and its own attribute value is reduced, and when the attribute value is smaller than the attribute threshold, the form of the summoned object is controlled to transform from the second form to the first form.
[0071] For example, when the summoned object is a shield-type AI, the virtual shield wall can resist attacks from the front, but as it receives attacks, its health points (the health points of the shield-type AI) will continue to decrease, and when the health points fall below a certain set value, it will exit the shield wall state and enter a human body attack action.
[0072] In some embodiments, when the target virtual object and the other virtual object are located on either side of the summoned object, the terminal can further display a screen in which the target virtual object observes the other virtual object through the summoned object in a second form, and highlight the other virtual object on the screen.
[0073] Here, by adopting a night vision method, a screen for observing the other virtual objects through the summoned object of the second form is displayed, and the outline of the other virtual objects is highlighted on the screen, so that the other virtual objects can be highlighted. For example, the summoned object of the second form is a virtual shield wall (which is opaque and has a shielding effect), and the target virtual object and the other virtual objects are located on both sides of the virtual shield wall. In a normal case, when the target virtual object observes the virtual shield wall from its own viewpoint, it cannot observe the other virtual objects shielded by the virtual shield wall. In the embodiment of the present application, when the target virtual object observes the virtual shield wall from its own viewpoint, it adopts a night vision or see-through method to display the other virtual objects shielded by the virtual shield wall, so that it can be determined that the other virtual objects are visible to the target virtual object. That is, the target virtual object can observe the other virtual objects shielded by the virtual shield wall, while the other virtual objects cannot observe the target virtual objects shielded by the virtual shield wall when observing the virtual shield wall from their own viewpoint. In this way, the other virtual objects are exposed within the viewing range of the target virtual object, but the target virtual object is not exposed within the viewing range of the other virtual objects, and an interaction strategy can be formulated to control the target virtual object to cause maximum damage to the other virtual objects, and corresponding interaction operations are performed according to the interaction strategy, which is further beneficial to improving the interaction ability of the target virtual object and improving the efficiency of human-computer interaction.
[0074] In some embodiments, when a target virtual object and another virtual object are located on both sides of a summoned object, in the process of the target virtual object and the other virtual object interacting with each other, the target virtual object is controlled to throw a virtual item in the virtual scene, and when the virtual item passes through the summoned object, effect enhancement prompt information is displayed. The effect enhancement prompt information is used to prompt that the action effect corresponding to the virtual item has been improved.
[0075] Here, throwing may include throwing or firing, for example, by controlling a target virtual object to throw a first virtual item (e.g., a dart, grenade, javelin, etc.) in the virtual scene, or by controlling a target virtual object to fire a sub-virtual item (correspondingly, for example, a bullet, arrow, bomb, etc.) using a second virtual item (e.g., a gun, bow, ballista, etc.) in the virtual scene, and a buff effect such as increased attack power can be obtained when the first virtual item or the sub-virtual item passes through a summoned object.
[0076] In some embodiments, after controlling the form of the summoned object to transform from a first form to a second form and controlling the summoned object of the second form to switch from a following state to an interaction support state, the terminal can further control the target virtual object to move in the virtual scene while the target virtual object is maintained in an interaction ready state, and control the summoned object of the second form to move and follow the target virtual object while controlling and moving the target virtual object.
[0077] For example, when the summoned object of the second form is a virtual shield wall, if the target virtual object moves or changes direction while maintaining the aiming state, the virtual shield wall is controlled to move or change direction following the target virtual object in real time, ensuring that the virtual shield wall is always directly in front of the target virtual object and can be suspended in mid-air. When the summoned object of the second form is a protective cover, if the target virtual object moves or changes direction while maintaining the aiming state, the protective cover is controlled to move or change direction following the target virtual object in real time, ensuring that the protective cover is always around the target virtual object.
[0078] In some embodiments, in the process of controlling the summoned object of the second form to move in a manner that follows the target virtual object, when the summoned object moves into a block area in which an obstacle exists, the terminal automatically adjusts the movement path of the summoned object to avoid the obstacle.
[0079] In practical application, in the process of controlling the summoned object of the second form to move in accordance with the target virtual object, the terminal can continuously detect the position coordinates of the summoned object relative to the target virtual object, and the position coordinates are constantly modified with the movement or change of direction of the target virtual object. The summoned object is also held so as to overlap with the position coordinates, and when there is an obstacle at the position coordinates, the summoned object is prevented from moving to the coordinates. In this case, the summoned object is controlled to move to the closest reachable position to the position coordinates. In the process of controlling and moving the summoned object, the moving speed of the summoned object can be set.
[0080] When the target virtual object moves or changes direction while maintaining the interaction-ready state, the summoned object moves or changes direction following the target virtual object in real time, thereby ensuring that the summoned object is always in a position to support the target virtual object. For example, when the summoned object in the second state is a virtual shield wall, it ensures that the virtual shield wall is directly in front of the target virtual object, and also, for example, when the summoned object in the second state is a protective cover, it ensures that the protective cover is around the target virtual object.
[0081] In some embodiments, after controlling the summoned object of the second form to switch from the following state to the interaction support state, when the target virtual object exits the interaction preparation state, the terminal can further control the form of the summoned object to transform from the second form to the first form, and control the operating state of the summoned object of the first form to switch from the interaction support state to the following state.
[0082] For example, when the summoned object is a shield-type AI, the corresponding first form is a human form, and the corresponding second form is a virtual shield wall. When the target virtual object leaves the interaction preparation state, the form of the summoned object immediately returns from the virtual shield wall to a human form, and returns to a default position following the target virtual object, for example, the target position at the right rear of the target virtual object, and is switched from the interaction support state to the following state. In this way, the form and the action state of the summoned object match the action state of the target virtual object, so that it is convenient for the summoned object to exert the support action on the target virtual object in a timely manner, and with the help of the skill of the summoned object, the skill of the target virtual object can be improved, and the interaction ability of the target virtual object can be further improved, and the efficiency of human-computer interaction can be improved.
[0083] In some embodiments, the terminal can control the form of the summoned object to transform from a first form to a second form, and control the summoned object of the second form to be in an interaction support state in the following manner: control a target virtual object to use a target virtual item to aim at a target position in a virtual scene, and display a corresponding sight pattern at the target position, and in response to a transformation command triggered according to the sight pattern, control the summoned object to move to the target position, transform from the first form to the second form at the target position, and control the summoned object of the second form to be in an interaction support state.
[0084] Here, the locked-on target corresponding to the target position may be another virtual object different from the target virtual object in the virtual scene, and may be a scene position in the virtual scene, such as a mountain slope, sky, tree, etc. in the virtual scene. In practical application, the target virtual item may have a corresponding sight pattern (e.g., the sight pattern of a virtual shooting gun) so as to display the sight pattern at the target position after aiming at the target position. According to the different locked-on targets corresponding to the target positions, the interaction support state corresponding to the summoned object may be different, for example, when the terminal controls the target virtual object to aim at the target object in the virtual scene (i.e., the locked-on target is another virtual object), the terminal controls the summoned object in the first form to be in an attack support state. That is, the summoned object in the attack support state is controlled to attack the target object using a corresponding specific skill. When the terminal controls the target virtual object to aim at a target position in the virtual scene (where there is no target object, for example, the locked-on target is a scene position such as a point on the ground or a point in the air in the virtual scene) using the target virtual item, the terminal controls the summoned object in the first form to move to the target position, and controls the summoned object in the target position to transform from the first form to a second form. For example, the terminal controls the summoned object to transform from a human form to a shield form, and controls the summoned object in the shield form to switch from a following state (corresponding to the first form (for example, the human body state)) to a protection support state (corresponding to the shield state), thereby controlling the summoned object to be in an interaction support state matching the locked-on target, and supporting the target virtual object to perform an interaction in the virtual scene.
[0085] In some embodiments, the terminal may further display a summoning control used for summoning the summoned object after controlling the form of the summoned object to transform from a first form to a second form and controlling the summoned object in the second form to be in an interaction support state, and in response to a trigger operation on the summoning control, control the summoned object to move from a target position to an initial position, and control the form of the summoned object to transform from the second form to the first form.
[0086] Here, the summoning of a summoned object is realized by the summoning control. When summoning a summoned object, regardless of the form of the summoned object before summoning, the summoned summoned object can be controlled so that it is in the first form (i.e., the initial form).
[0087] Next, the method for controlling a summoned object in a virtual scene provided by an embodiment of the present application will be described by taking a virtual shooting scene as an example. As shown in FIG. 3B, FIG. 3B is a process diagram of the method for controlling a summoned object in a virtual scene provided by an embodiment of the present application, and the method includes steps 501 to 503.
[0088] Step 501: The terminal displays a target virtual object having a shooting item and a summoned object in a human form in a virtual shooting scene.
[0089] Here, the terminal displays the target virtual object having the shooting item and further displays the summoned object corresponding to the target virtual object. At this time, the summoned object is in a human body form (i.e., the above-mentioned first form). Here, the summoned object is a human-shaped image used to assist the target virtual object in interacting with other virtual objects in the virtual scene, and the image may be a virtual person, an animated character, etc. The summoned object may be a summoned object randomly assigned to the target virtual object by the system when the user first enters the virtual scene, or may be a summoned object obtained by the user summoning the target virtual object by controlling the target virtual object to perform some specific tasks according to the scene guide information in the virtual scene and reaching the summoning condition of the summoned object, or may be a summoned object obtained by the user summoning the target virtual object by triggering the summoning control, for example, clicking the summoning control to summon the summoned object when the summoning condition is met.
[0090] Step 502: In a virtual shooting scene, a target virtual object is controlled to aim at a target position using a shooting item, and a corresponding sight pattern is displayed at the target position.
[0091] Here, the terminal can control the target virtual object to use the shooting item to aim and interact with a target position in a virtual scene after displaying a target virtual object with a shooting item and a summoned object corresponding to the target virtual object. The locked-on target corresponding to the target position may be another virtual object different from the target virtual object in the virtual scene, and may be a scene position in the virtual scene, such as a mountain slope, sky, tree, etc. in the virtual scene. In practical application, the shooting item may have a corresponding sight pattern (e.g., a sight pattern of a virtual shooting gun), so as to display the sight pattern at the target position after aiming at the target position.
[0092] Step 503: In response to the transformation command triggered based on the sight pattern, control the summoned object to move to a target position, and transform from a human form to a shield state at the target position, so as to assist the target virtual object to interact with other virtual objects.
[0093] Here, in practical application, for different locked-on targets, in the embodiment of the present application, different interaction support states are set for the summoned object, for example, a protection support state, an attack support state, etc. When the locked-on target is another virtual object, the summoned object is controlled to be in an attack support state, and the summoned object in the attack support state can be controlled to attack the other virtual object in the virtual shooting scene. When the locked-on target is a scene position, for example, when the locked-on target is a scene position such as a point on the ground or a point in the air in the virtual scene, the summoned object is controlled to move to the target position, and the summoned object at the target position is controlled to convert from a human form to a shield form. For example, the summoned object in the human body state is controlled to switch from a following state to a protection support state (corresponding to a shield state), and the summoned object in the protection support state is controlled to assist the target virtual object to interact with the other virtual object in the virtual shooting scene. According to the above method, the summoned object is controlled to be in an interaction support state matching with the locked-on target, and the target virtual object is supported to interact with other virtual objects. With the help of the summoned object, the skill of the target virtual object can be improved, and the interaction ability of the target virtual object can be further improved, so as to improve the efficiency of human-computer interaction.
[0094] The following describes an exemplary application of the embodiment of the present application in one practical application scenario. Take the virtual scene as an example, where the virtual scene is a shooting game and the summoned object is a shield-type AI used to assist a target virtual object, the first form of the shield-type AI is a human form, and the second form is a virtual shield wall (i.e., the above-mentioned shield state), and when the target virtual object aims (i.e., in the above-mentioned interaction preparation state), the shield-type AI is controlled to automatically transform from the human form to a virtual shield wall, so as to assist the target virtual object to interact with other virtual objects in the virtual scene.
[0095] In actual implementation, the process of the method for controlling summoned objects in virtual scenes provided by the embodiment of the present application mainly relates to the summoning of shield AI, the logic of shield AI following the movement of the target virtual object, and the state transformation of shield AI. The following will explain each one in turn.
[0096] 1. Summoning a shield-type AI
[0097] Referring to Fig. 7, Fig. 7 is a schematic diagram of summoning conditions of summon objects provided by an embodiment of the present application. As shown in Fig. 7, the summoning conditions of a shield-type AI are that a target virtual object has a shield chip, the energy value of the target virtual object reaches an energy threshold, and interacts with other virtual objects (for example, interacts with any virtual elite monster). When the above conditions are met, the shield-type AI can be summoned.
[0098] Referring to FIG. 8, FIG. 8 is a schematic diagram of a summoning method provided by an embodiment of the present application, which includes steps 201 to 205.
[0099] Step 201: The terminal controls a target virtual object to interact with other target objects in a virtual scene.
[0100] Step 202: Determine whether the target virtual object has a shield tip.
[0101] Here, in actual implementation, when there is a shield chip used to summon a shield type AI in the virtual scene, the terminal can control the target virtual object to pick up the shield chip. When the target virtual object successfully picks up the shield chip, execute step 203; when there is no shield chip used to summon a shield type AI in the virtual scene or the target virtual object fails to pick up the shield chip, execute step 205.
[0102] Step 203: Determine whether the energy of the target virtual object reaches an energy threshold.
[0103] Here, the energy of the target virtual object may be obtained through an interaction operation in the virtual scene of the target virtual object. The terminal obtains the energy value of the target virtual object, and executes step 204 when the energy value of the target virtual object reaches an energy threshold (for example, the nano energy is greater than 500 points), and executes step 205 when the energy value of the target virtual object does not reach the energy threshold (for example, the nano energy is lower than 500 points).
[0104] Step 204: Display a prompt indicating successful summoning of a shield type AI.
[0105] Here, when the summoning conditions are met, a shield-type AI can be summoned based on the shield chip, and the summoned shield-type AI is in a human form (first form) by default and in a following state in which it moves by following the target virtual object.
[0106] Step 205: Display a prompt that fails to summon a shield type AI.
[0107] 2. Logic for the shield AI to follow and move the target virtual object
[0108] Referring to FIG. 9, FIG. 9 is a schematic diagram of a summoned object following method provided by an embodiment of the present application, which includes steps 301 to 306.
[0109] Step 301: The terminal controls the shield type AI to enter a following state.
[0110] Here, the newly summoned shield-type AI is in a following state by default, where it moves by following the target virtual object.
[0111] Step 302: Determine whether the relative distance is greater than a first distance threshold.
[0112] Here, if the relative distance between the summoned object and the target virtual object is too large or too small, it is disadvantageous for the summoned object to support the target virtual object. The first distance threshold is the maximum distance between the target virtual object and the position where the summoned object is located when it is convenient for supporting the target virtual object. In practical application, the relative distance between the target virtual object and the shield type AI in the following state is obtained, and when the relative distance is greater than the first distance threshold, it is considered that the shield type AI is too far from the target summoned object and is in an area where it is inconvenient to support the target virtual object, and at this time, step 304 is executed. When the relative distance is less than the first distance threshold and greater than the target distance threshold (the minimum distance between the position where the summoned object is located when it is convenient for supporting the target virtual object and the target virtual object, which is less than the first distance threshold), it is considered that the shield type AI is in an area where it is convenient for supporting the target virtual object, and at this time, step 303 is executed.
[0113] Step 303: Control the shield type AI to keep it in place.
[0114] Step 304: Determine whether the target location is reachable.
[0115] Here, the target position (i.e., the above-mentioned first target position or second target position) is an ideal position for the shield type AI with respect to the target virtual object, and is a position where the shield type AI is most advantageous for supporting the target summoned object, for example, the target position is a position a predetermined distance away to the right rear of the target virtual object. When the target position is reachable, execute step 305, and when the target position is unreachable, execute step 306.
[0116] Step 305: The shield type AI is controlled to move to the target position.
[0117] Step 306: Control the shield type AI to move to another reachable position.
[0118] Here, the other reachable location is the third target location mentioned above.
[0119] Referring to FIG. 10, FIG. 10 is a schematic diagram of a moving position determination provided by an embodiment of the present application. The inverse extension line of the direction facing directly ahead of the target virtual object (player) is the center, and two included angle areas extend to the left and right, and the size of the included angle α can be set. When the inverse extension line of the player's direction is the center and the distance of the extension line is R0, one perpendicular line 1 of the extension line is created. When the shield type AI is in the area between the horizontal line where the target virtual object is located and the perpendicular line 1, it is considered that the shield type AI is too close to the target virtual object and is in a position that is disadvantageous for supporting the target virtual object, and at this time, the shield type AI is controlled to move to a position A at a predetermined distance to the right rear of the target virtual object. Here, the distance between the horizontal line where A is located and the horizontal line where the target virtual object is located is R1.
[0120] When the distance of the extension line is R2, a perpendicular line 2 of the extension line is created. When the distance between the horizontal line where the shield type AI is located and the horizontal line where the target virtual object is located is greater than R2, it is considered that the shield type AI is too far away from the target virtual object and is in a disadvantageous position for supporting the target virtual object, and at this time, the shield type AI is controlled to move to position A, which is a predetermined distance away to the right rear of the target virtual object. Here, the distance between the horizontal line where A is located and the horizontal line where the target virtual object is located is R1.
[0121] When an obstacle is present at position A to the right rear of the target virtual object, i.e., when there is no suitable target point in the triangular area to the right rear of the player, the next best solution is to find a suitable target point in the triangular area to the left rear of the player, and if no suitable target point is found in the triangular area to the left rear of the player, the size of R1 is expanded to R2 and points are continued to be selected according to the above rules until a suitable reachable target point (i.e., another reachable position) is found.
[0122] 3. Shield AI state transformation
[0123] Referring to FIG. 11, FIG. 11 is a schematic diagram of a summoned object state transformation method provided by an embodiment of the present application, which includes steps 401 to 403.
[0124] Step 401: The terminal controls the shield type AI so that it is in a following state.
[0125] Step 402: Determine whether the target virtual object is in an interaction-ready state.
[0126] Here, the target virtual object is considered to be in an interaction-ready state when it enters shoulder-aimed or ADS-aimed. At this time, step 403 is executed, otherwise, step 401 is executed.
[0127] Step 403: The shield type AI is controlled to convert the human body into a virtual shield wall.
[0128] Referring to Fig. 12, Fig. 12 is a state transformation schematic diagram of a summoned object provided by an embodiment of the present application. Here, when the target virtual object enters the shoulder aiming or ADS aiming, the shield-type AI in the human body quickly rushes to a location away from the target distance from the front of the target virtual object, and becomes a virtual shield wall from the human body. The orientation of the virtual shield wall is consistent with the current orientation of the target virtual object, and the default effect of the virtual shield wall is to resist all long-range attacks from the front of the virtual shield wall in a single direction.
[0129] In practical application, after the shield type AI becomes a virtual shield wall, the terminal can continuously detect the position coordinate of the virtual shield wall relative to the target virtual object, and with the movement or change of direction of the target virtual object, the position coordinate is constantly modified, and the virtual shield wall also keeps overlapping with the position coordinate, and the suspended position is ignored.If there is an obstacle at the position coordinate directly in front of the player, the virtual shield wall is prevented from moving to the position coordinate, in this case, the virtual shield wall can only move to the closest reachable position to the position coordinate, and the moving speed of the virtual shield wall can be set.
[0130] When the target virtual object moves or changes direction while keeping the interaction ready state, the virtual shield wall moves or changes direction following the target virtual object in real time, ensuring that it is always directly in front of the target virtual object and can be suspended in the air. However, if there is an obstacle directly in front of the interaction ready state, it will be pushed away by the obstacle and will not penetrate. When the target virtual object leaves the interaction ready state, the form of the summoned object will immediately return from the virtual shield wall to a human body, and return to the default position following the target virtual object, i.e., the target position to the right rear of the target virtual object.
[0131] Referring to FIG. 13, FIG. 13 is a schematic diagram of the action and effect of the summoned object provided by the embodiment of the present application. The target virtual object can obtain different combat buffs by interacting with the virtual shield wall. For example, a night vision method is adopted to display a screen for observing other virtual objects through the virtual shield wall, and the outline of the other virtual object is highlighted on the screen to highlight the other virtual object. However, when the highlighted other virtual object moves outside the area where the virtual shield wall is located in the field of view of the target virtual object, the highlighting effect is canceled, and, for example, when the bullet fired by the target virtual object passes through the virtual shield wall, a buff effect such as an increased attack power can be obtained, and the visual effect of the target virtual object observing the other virtual object on the other side through the virtual shield wall is enhanced.
[0132] 14A-14B, which are schematic diagrams of screens observed through a summoned object provided by an embodiment of the present application. Since the virtual shield wall is generated by a nano-energy field, in order to distinguish the effects on both sides of the virtual shield wall against long-distance flying objects such as bullets, when a target virtual object and another virtual object are on both sides of the virtual shield wall, visual effect 1 (FIG. 14A) confirmed through the virtual shield wall from the target virtual object side (front) is not the same as visual effect 2 (FIG. 14B) confirmed through the virtual shield wall from the other virtual object side (back).
[0133] Referring to Fig. 15, Fig. 15 is a schematic diagram of the state transformation of the summoned object provided by the embodiment of the present application. In order to ensure balance, the virtual shield wall can resist attacks from the front, but due to the attack, the health points (health points of the shield type AI) continue to decrease, and when the health points are smaller than a certain set value, the AI will exit the shield wall state and enter into the human body attack action.
[0134] In addition, in practical applications, the terminal can further control the shield type AI by triggering the lock-on control of the shield type AI. For example, when the terminal controls the target virtual object to aim at the target object in the virtual scene using the target virtual item, the terminal triggers the lock-on control. In response to the trigger operation, the terminal controls the shield type AI to attack the target object using a certain skill, and when the terminal controls the target virtual object to aim at the target position in the virtual scene using the target virtual item (the target object does not exist), the terminal triggers the lock-on control. In response to the trigger operation, the terminal controls the shield type AI to move to the target position, and at the target position, controls the shield type AI to transform from a human body into a virtual shield wall, so as to block long-distance attacks from directly in front of the virtual shield wall.
[0135] According to the above method, the target virtual object does not need to give any command or operation to the shield type AI, and the shield type AI can monitor the action state of the target virtual object by itself and automatically determine the corresponding skill and action to be performed. When the position of the target virtual object changes, the shield type AI moves following the target virtual object. In this way, the player can obtain the automatic protection of the shield type AI without sending any command to the shield type AI, which allows the player to focus his energy on the only character (i.e., the target virtual object) that he controls, and improves the operation efficiency.
[0136] An exemplary structure of the control device 555 of the summoned object in the virtual scene provided by the embodiment of the present application will be described below. In some embodiments, as shown in FIG. 16, FIG. 16 is a structural schematic diagram of the control device of the summoned object in the virtual scene provided by the embodiment of the present application. The software modules in the control device 555 of the summoned object in the virtual scene stored in the memory 550 in FIG. 2 may include an object display module 5551 and a state control module 5552.
[0137] The object display module 5551 displays the target virtual object and the first form of the summoned object in the virtual scene.
[0138] A state control module 5552 controls the form of the summoned object to convert from the first form to a second form when the target virtual object is in an interaction ready state for interacting with other virtual objects in the virtual scene; and The summoned object of the second form is controlled to be in an interaction supporting state, and is configured to support the target virtual object in interacting with the other virtual object.
[0139] In the above method, before the step of displaying the summoned object of the first form, the device further includes an object summoning module; an object summoning module, when a virtual chip used for summoning the summoning object exists in the virtual scene, controls the target virtual object to pick up the virtual chip; Obtain an energy value of the target virtual object; The summon object is summoned based on the virtual chip when an energy value of the target virtual object reaches an energy threshold.
[0140] In the above method, after the step of displaying the target virtual object and the summoned object having the first form, the device further includes a first control module; a first control module for acquiring a relative distance between the target virtual object and the summoned object; The summoned object of the first form is configured to be controlled to move to a first target position relative to the target virtual object when the relative distance exceeds a first distance threshold.
[0141] In the above method, after the step of displaying the target virtual object and the summoned object of the first form, the device further includes a second control module; a second control module for controlling the target virtual object to move in the virtual scene; As the movement progresses, a second target position of the summoned object of the first form relative to the target virtual object is displayed within a tracking area centered on the position where the target virtual object is located, and the summoned object of the first form is controlled to move to the second target position.
[0142] In the above method, the apparatus further includes a movement adjustment module, a movement control module configured to control the summoned object of the first form to move to the second target position when an obstacle exists in a movement path of the summoned object or a different geographical environment is included in the movement path and the summoned object cannot reach the second target position, and to control the summoned object to move to a third target position; Here, the third target position and the second target position have different orientations with respect to the target virtual object.
[0143] In the above method, before the step of controlling the summoned object to move to a third target position, the device further includes a position determination module; A position determination module determines at least two positions through which the summoned object passes in the tracking area during the movement from the current position to the second target position, and selects a position among the at least two positions that is less than a target distance from the second target position as the third target position; or configured to expand the tracking area when no reachable position exists in the tracking area, and determine a third target position for the target virtual object in the expanded tracking area.
[0144] In the above method, after the step of displaying the target virtual object and the summoned object of the first form, the device further includes a third control module; a third control module for controlling the target virtual object to move in the virtual scene; displaying movement path instruction information as the movement progresses, the movement path instruction information being used to indicate a movement path along which the summoned object moves to follow the target virtual object; The summoned object is controlled to move according to the movement route indicated by the movement route indication information.
[0145] In the above means, the state control module controls the summoned object in the first form to move it to a target position at a target distance from the target virtual object, At the target location, the summoned object is configured to be controlled to transform from the first form to a second form.
[0146] In the above method, the apparatus further includes a fourth control module, a fourth control module displays an interaction screen corresponding to the target virtual object interacting with the other virtual object, the target virtual object and the other virtual object being positioned on both sides of the summoned object; In the process of displaying the interaction screen, when the other virtual object performs an interaction operation on the target virtual object using a virtual item, the summoned object is controlled to block the interaction operation.
[0147] In the above method, the apparatus further includes a fifth control module, The fifth control module is configured to display attribute conversion instruction information corresponding to the summoned object; wherein the attribute conversion instruction information is used to indicate an attribute value of the summoned object to be subtracted in order to block the interaction operation; When the attribute conversion instruction information indicates that the attribute value of the summoned object is smaller than an attribute threshold value, the form of the summoned object is controlled to convert from the second form to the first form.
[0148] In the above method, the apparatus further includes a highlighting module, The highlighting module is configured to display a screen in which the target virtual object observes the other virtual object through the summoned object of the second form when the target virtual object and the other virtual object are located on both sides of the summoned object, and to highlight the other virtual object on the screen.
[0149] In the above method, the device further includes a reinforcement prompt module, The reinforcement prompt module controls the target virtual object to throw a virtual item in the virtual scene during an interaction between the target virtual object and the other virtual object when the target virtual object and the other virtual object are located on both sides of the summoned object; When the virtual item passes through the summoned object, effect enhancing prompt information is configured to be displayed, and the effect enhancing prompt information is used to prompt that the action effect corresponding to the virtual item has been improved.
[0150] In the above means, after the step of controlling the form of the summoned object to transform from the first form to the second form and controlling the summoned object of the second form to switch from the following state to an interaction support state, the device further includes a sixth control module; a sixth control module for controlling the target virtual object to move in the virtual scene while the target virtual object is maintained in the interaction-ready state; In the process of controlling and moving the target virtual object, the summoned object of the second form is controlled to move following the target virtual object.
[0151] In the above method, the apparatus further includes a movement adjustment module; The movement adjustment module is configured to automatically adjust the movement path of the summoned object to avoid the obstacle when the summoned object moves into a block area where an obstacle exists, in the process of controlling the summoned object of the second form to move in a manner to follow the target virtual object.
[0152] In the above-mentioned means, after the step of controlling the summoned object of the second form to switch from the following state to the interaction support state, the above-mentioned device further includes a seventh control module; The seventh control module is configured to control the form of the summoned object to transform it from the second form to the first form when the target virtual object exits from the interaction preparation state, and to control the motion state of the summoned object in the first form to switch it from the interaction support state to a following state.
[0153] In the above method, the state control module further controls the target virtual object to use the target virtual item to aim at a target position in the virtual scene, and display a corresponding sight pattern at the target position; In response to a transformation command triggered based on the sight pattern, the summoned object is controlled to move to the target position, transformed from the first form to a second form at the target position, and controlled so that the summoned object in the second form is in an interaction support state.
[0154] In the above method, the apparatus further includes an object summoning module; the object summoning module displays a summoning control used to summon the summon object; In response to a trigger operation on the summon control, the summoned object is controlled to move from the target position to an initial position, and the form of the summoned object is controlled to transform from the second form to the first form.
[0155] In some embodiments, the present application further provides a device for controlling a summoned object in a virtual scene, A first display module configured to display a target virtual object having a shooting item and a summoned object in a human form in a virtual shooting scene; an aiming control module configured to control the target virtual object in the virtual shooting scene to aim at a target position using the shooting item and display a corresponding sight pattern at the target position; and a state transformation module configured to control the summoned object to move to the target position in response to a transformation command triggered based on the sight pattern, and to transform the summoned object from the human form to a shield state at the target position, thereby assisting the target virtual object to interact with the other virtual objects.
[0156] An embodiment of the present application provides a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium, a processor of a computing device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computing device to perform the method of controlling a summoned object in a virtual scene in the embodiment of the present application.
[0157] An embodiment of the present application provides a computer-readable storage medium having executable instructions stored therein, the executable instructions being stored such that, when executed by a processor, the processor is caused to perform a method for controlling a summoned object in a virtual scene provided by an embodiment of the present application.
[0158] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be any type of device including one or any combination of the above memories.
[0159] In some embodiments, the executable instructions take the form of a program, software, software module, script, or code, may be programmed in any type of programming language (including compiled or interpreted, or declarative, or procedural languages), and may be arranged in any form, including as a separate program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0160] By way of example, the executable instructions may, but do not necessarily, correspond to a file in a file system and may be stored in part of a file that stores other programs or data, for example in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program under consideration, or in multiple shared files (e.g., a file in which one or more modules, subroutines, or code portions are stored).
[0161] As an example, the executable instructions can be arranged to be executed on one computing device, or on multiple computing devices located at one location, and / or on multiple computing devices distributed across multiple locations and connected together by a communications network.
[0162] The above is merely an embodiment of the present application and is not used to limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application are all included in the scope of protection of the present application. [Explanation of symbols]
[0163] 100 Control System 200 Servers 300 Network 400-1 Terminal 400-2 Terminal 500 Electronic equipment 510 Processor 520 Network Interface 530 User Interface 531 Output Device 532 Input Device 540 Bus System 550 Memory 555 Control Device 5551 Object Display Module 5552 State Control Module
Claims
1. 1. A method for controlling a summoned object in a virtual scene, executed by an electronic device, comprising: displaying a target virtual object having a shooting item and a summoned object in a first form in a virtual shooting scene, the first form being a human form; In the virtual shooting scene, controlling the target virtual object to aim at a target position using the shooting item, and displaying a corresponding sight pattern at the target position; When the target virtual object is in an interaction ready state for interacting with another virtual object in the virtual scene, controlling a form of the summoned object to transform it from the first form to a second form, the second configuration being a shielded state, In response to a transformation command triggered based on the sight pattern, controlling the summoned object to move to the target position, transforming from the first form to the second form at the target position, and controlling the summoned object in the second form to be in an interaction support state; and Controlling the summoned object of the second form to be in an interaction support state and supporting the target virtual object to interact with the other virtual object; A method comprising:
2. Prior to the step of displaying the target virtual object and the first form of the summoned object in the virtual scene, the method further comprises: When a virtual chip used for summoning the summon object exists in the virtual scene, the target virtual object is controlled to pick up the virtual chip; obtaining an energy value of the target virtual object; summoning the summon object based on the virtual chip when the energy value of the target virtual object reaches an energy threshold; The method of claim 1 further comprising:
3. After the step of displaying the target virtual object in the virtual scene and the summoned object of the first form, the method further comprises: Obtaining a relative distance between the target virtual object and the summoned object; When the relative distance exceeds a first distance threshold, controlling the summoned object of the first form to move to a first target position relative to the target virtual object. The method of claim 1 further comprising:
4. After the step of displaying the target virtual object in the virtual scene and the summoned object of the first form, the method further comprises: controlling the target virtual object to move in the virtual scene; displaying a second target position of the summoned object of the first form relative to the target virtual object within a tracking area centered on a position where the target virtual object is located as the movement progresses, and controlling the summoned object of the first form to move to the second target position; The method of claim 1 further comprising:
5. The method comprises: In the process of controlling the summoned object of the first type to move to the second target position, when an obstacle exists in a moving path of the summoned object or a different geographical environment is included in the moving path and the summoned object cannot reach the second target position, the method further includes a step of controlling the summoned object to move to a third target position, The orientations of the third target position and the second target position with respect to the target virtual object are different. The method according to claim 4.
6. In the process of controlling the summoned object of the first type to move to the second target position, when an obstacle exists in a moving path of the summoned object or a different geographical environment is included in the moving path and the summoned object cannot reach the second target position, the method further comprises, before the step of controlling the summoned object to move to a third target position, determining at least two positions through which the summoned object passes during a process of moving from the current position to the second target position within the tracking area, and selecting a position among the at least two positions that is a distance from the second target position that is less than a target distance as the third target position; or expanding the tracking area when no reachable position exists in the tracking area, and determining a third target position for the target virtual object in the expanded tracking area. The method of claim 5 further comprising:
7. After the step of displaying the target virtual object in the virtual scene and the summoned object of the first form, the method further comprises: controlling the target virtual object to move in the virtual scene; a step of displaying movement path instruction information as the movement progresses, the movement path instruction information being used to indicate a movement path along which the summoned object moves to follow the target virtual object; a step of controlling the summoned object to move it according to a movement path instructed by the movement path instruction information; The method of claim 1 further comprising:
8. When the target virtual object is in an interaction preparation state for interacting with another virtual object in the virtual scene, controlling the form of the summoned object to convert from the first form to the second form includes: controlling the summoned object of the first form to move it to a target position at a target distance from the target virtual object; controlling the summoned object to transform from the first form to a second form at the target location; The method of claim 1 , comprising:
9. The method comprises: displaying an interaction screen corresponding to the target virtual object interacting with the other virtual object, the target virtual object and the other virtual object being located on both sides of the summoned object; and controlling the summoned object to block an interaction operation performed by the other virtual object on the target virtual object through a virtual item during the process of displaying the interaction screen. The method of claim 8 further comprising:
10. The method comprises: A step of displaying attribute conversion instruction information corresponding to the summoned object, the attribute conversion instruction information is used to indicate an attribute value of the summoned object to be subtracted to block the interaction operation; controlling the form of the summoned object to convert it from the second form to the first form when the attribute conversion instruction information indicates that the attribute value of the summoned object is smaller than an attribute threshold value; The method of claim 9 further comprising:
11. The method comprises:
9. The method of claim 8, further comprising the step of displaying a screen in which the target virtual object observes the other virtual object through the summoned object of the second form when the target virtual object and the other virtual object are located on both sides of the summoned object, and highlighting the other virtual object on the screen.
12. The method comprises: When the target virtual object and the other virtual object are located on both sides of the summoned object, in a process in which the target virtual object and the other virtual object interact with each other, the target virtual object is controlled to throw a virtual item in the virtual scene; displaying effect-enhancing prompt information when the virtual item passes through the summoned object, the effect-enhancing prompt information being used to prompt that the action effect corresponding to the virtual item has been improved; The method of claim 8 further comprising:
13. After controlling the form of the summoned object to transform from the first form to a second form and controlling the summoned object in the second form to be in an interaction supporting state, the method further comprises: controlling the target virtual object to move in the virtual scene while the target virtual object is maintained in the interaction-ready state; In the process of controlling and moving the target virtual object, controlling the summoned object of the second form to move it following the target virtual object; The method of claim 1 further comprising:
14. The method comprises: The method according to claim 13, further comprising the step of automatically adjusting a movement path of the summoned object to avoid an obstacle when the summoned object moves into a block area where an obstacle exists, in the process of controlling the summoned object of the second form to move in a manner to follow the target virtual object.
15. After controlling the summoned object of the second form to be in an interaction support state, the method further comprises:
2. The method of claim 1, further comprising: when the target virtual object exits the interaction preparation state, controlling the form of the summoned object to transform from the second form to the first form, and controlling the action state of the summoned object of the first form to switch from the interaction support state to a following state.
16. 1. A method for controlling a summoned object in a virtual scene, executed by an electronic device, the method comprising: displaying a target virtual object having a shooting item and a summoned object in a human form in a virtual shooting scene; In the virtual shooting scene, controlling the target virtual object to aim at a target position using the shooting item, and displaying a corresponding sight pattern at the target position; In response to a transformation command triggered based on the sight pattern, controlling the summoned object to move to the target position, and transforming the summoned object from the human form to a shield state at the target position, to assist the target virtual object to interact with other virtual objects; A method for controlling a summoned object in a virtual scene, comprising:
17. A control device for a summoned object in a virtual scene, comprising: an object display module configured to display a target virtual object having a shooting item and a summoned object having a first form in a virtual shooting scene, the first form being a human form; an aiming control module configured to control the target virtual object in the virtual shooting scene to aim at a target position using the shooting item and display a corresponding sight pattern at the target position; a state control module configured to control a form of the summoned object to transform from the first form to a second form when the target virtual object is in an interaction-ready state for interacting with other virtual objects in the virtual scene, the second configuration being a shielded state, In response to a transformation command triggered based on the sight pattern, control the summoned object to move to the target position, transform from the first form to the second form at the target position, and control the summoned object in the second form to be in an interaction support state; The summoned object of the second form is controlled to be in an interaction support state, and is configured to support the target virtual object to interact with the other virtual object. State control module and 13. An apparatus comprising:
18. An electronic device, a memory adapted to store executable instructions; a processor adapted to implement the method for controlling a summoned object in a virtual scene according to any one of claims 1 to 15 when executing executable instructions stored in said memory; Including electronic devices.
19. A computer program which, when executed by a processor, implements the method for controlling a summoned object in a virtual scene according to any one of claims 1 to 15.
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