Method for Controlling Virtual Object, Electronic Device, and Readable Medium

By using game skills to set monitoring areas and mark enemy characters, the method addresses the inefficiency in locating opponents, improving game experience and reducing processing overhead.

JP7713529B2Active Publication Date: 2025-07-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
JP2023553263
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-08-19
Filing Date
2022-04-07
Publication Date
2025-07-25
Estimated Expiration
2042-04-07

AI Technical Summary

Technical Problem

In confrontation games, the defending side often struggles to efficiently locate the attacking side, leading to prolonged game sessions and increased terminal processing overhead, which negatively impacts player experience.

Method used

A method and apparatus for controlling virtual objects on a graphical user interface, allowing players to set monitoring areas using game skills, mark enemy characters, and display their location, enhancing search efficiency and reducing game time.

Benefits of technology

The method enables intuitive and quick enemy location, reducing game time and terminal overhead by allowing players to make informed decisions based on marked enemy positions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

An embodiment of the present disclosure provides a method for controlling a virtual object, an electronic device, and a readable medium, and provides a graphical user interface on an electronic terminal, in a game, a player uses game skills to position a corresponding target virtual object, monitors a set monitoring area through the target virtual object, and marks a second player character in the monitoring area, and then the terminal displays mark information of the marked second player character in the graphical user interface, so as to monitor through the target virtual object and effectively search, monitor, and mark the second player character in the game scene, and by displaying the mark information on the game interface, the player can intuitively and quickly determine the orientation of the second player character, make rational game decisions, and further reduce the time required for game play and reduce the overhead of the terminal.
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Description

Cross-reference to Related Applications

[0001] This disclosure claims the priority of a Chinese patent application with the application number 202110955776.9 and the title "Method for Controlling Virtual Object, Electronic Device, and Readable Medium" filed on August 19, 2021, and all the contents of the Chinese patent application are incorporated herein by reference.

Technical Field

[0002] This disclosure relates to the field of game technologies, and particularly to a method for controlling virtual objects, an electronic device, and a computer-readable medium.

Background Art

[0003] With the development of computer technology and game technology, games have become an important form of entertainment in people's daily lives. Here, in related confrontation games, there are at least two game camps, and player characters in different game camps have different identities, such as the defending side or the attacking side. In a game match, the attacking side needs to clear the stage by obtaining corresponding game items in the game scene or completing specified game tasks, while the defending side needs to find the attacking side in the game scene and prevent them from obtaining corresponding game items or completing game tasks. In this process, the defending-side player may take a long time to find the attacking-side player in the game scene, which makes the game match time-consuming, increases the processing overhead of the terminal, and reduces the player's game experience.

[0004] It should be noted that the information disclosed in the above background art section is only used to enhance the understanding of the background of this disclosure, and may include information that does not constitute prior art known to those skilled in the art.

Summary of the Invention

[0005] Embodiments of the present disclosure provide a method and an apparatus for controlling virtual objects, an electronic device, and a computer-readable storage medium, which solve or partially solve the problem in the related art that the enemy player characters in the game cannot be efficiently searched, the game session takes too much time, the overhead of terminal processing is large, and the game experience is poor.

[0006] Embodiments of the present disclosure disclose a method for controlling virtual objects, provide a graphical user interface on a first electronic terminal, and the content displayed on the graphical user interface includes at least a part of a game scene and a first player character located in the game scene. Here, the game scene also includes a second player character in a game camp different from the first player character. The first player character has some game skills, and each game skill corresponds to a virtual object. The method includes: responding to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene to mark a second player character in the monitoring area; and displaying mark information of the second player character marked on the graphical user interface.

[0007] Optionally, the game skill includes a monitoring game skill, the monitoring game skill corresponds to a monitoring virtual object, and responding to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene to mark a second player character in the monitoring area includes: Respond to the trigger command for the monitoring game skill, generate a monitoring virtual object in the game scene, and display a first monitoring area corresponding to the monitoring virtual object. Control the monitoring virtual object to monitor the first monitoring area, and mark a second player character in the first monitoring area.

[0008] Optionally, controlling the monitoring virtual object to monitor the first monitoring area and mark a second player character in the first monitoring area means that When controlling the monitoring virtual object to monitor the first monitoring area and there is a second player character in a target state in the first monitoring area, at least one of a marked state and a locked state is added to the second player character in the target state. The locked state includes a state in which the second player character can be identified and attacked. Here, displaying the mark information of the second player character marked on the graphical user interface means that When detecting a second player character in a marked state, display a character label corresponding to the second player character in the marked state in the game scene and / or display a position label corresponding to the second player character in the marked state on a preset game map.

[0009] Optionally, the target state includes at least one of a running movement state, a crouching state, a camouflage error state, and a skill use state.

[0010] Optionally, responding to the trigger command for the monitoring game skill, generating a monitoring virtual object in the game scene, and displaying a first monitoring area corresponding to the monitoring virtual object means that Responding to a trigger command for the monitoring game skill and obtaining skill information of the monitoring game skill; generating a monitoring virtual object in the game scene based on the skill information, and displaying a first monitoring area corresponding to the monitoring virtual object.

[0011] Optionally, the skill information includes a skill state, and generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object includes: when the skill state of the monitoring game skill is in a ready state, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object.

[0012] Optionally, the skill information includes the number of placements of the monitoring virtual object, and generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object includes: when the number of placements of the monitoring virtual object has not reached the upper limit, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object.

[0013] Optionally, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object includes: obtaining the orientation and current position of the character of the first player character; displaying a monitoring virtual object with the orientation of the character as a target orientation at the current position and a first monitoring area corresponding to the target orientation.

[0014] Optionally, the game skill further includes a search game skill, the search game skill corresponding to a search virtual object, responding to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene to mark a second player character in the monitoring area, which is responding to a trigger command for the search game skill, displaying a search virtual object in the game scene, and determining a second monitoring area corresponding to the search virtual object; controlling the search virtual object to search for the second player character in the game scene, and marking the second player character in the second monitoring area.

[0015] Optionally, controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area is controlling the search virtual object to search for the second player character in the game scene, adding at least one of a marked state and a locked state to the second player character existing in the second monitoring area, and the locked state includes being used to perform an attack lock on the second player character in the locked state. Here, displaying the mark information of the second player character marked on the graphical user interface is when detecting a second player character in the marked state, displaying a character label corresponding to the second player character in the marked state in the game scene and / or displaying a position label corresponding to the second player character in the marked state on a preset game map.

[0016] Optionally, in response to a trigger command for the search game skill, displaying a search virtual object in the game scene and determining a second monitoring area corresponding to the search virtual object is displaying a game map interface in response to a trigger command for the search game skill; determining a search destination of the search virtual object in response to a touch operation on the game map interface; acquiring the current position of the player character; determining a first target position corresponding to the current position in the game scene, displaying a search virtual object at the first target position, and determining a second monitoring area corresponding to the search virtual object, wherein controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area is controlling the search virtual object to move from the first target position to the search destination and marking the second player character in the second monitoring area.

[0017] Optionally, determining a search destination of the search virtual object in response to a touch operation on the game map interface is responding to a touch operation on any position point of the game map interface, determining a normal path search point corresponding to the touch operation, and setting the position corresponding to the normal path search point in the game scene as the search destination of the search virtual object.

[0018] Optionally, the game map interface includes a monitoring position point related to the monitoring virtual object, and determining a destination of the search virtual object in response to a touch operation on the game map is responding to a touch operation on at least one of the monitoring position points to determine a search destination of the search virtual object.

[0019] Optionally, determining the search destination of the search virtual object in response to a touch operation on at least one of the monitoring position points includes: responding to a touch operation on a first monitoring position point and using the position corresponding to the first monitoring position point in the game scene as a relay point of the search virtual object; and responding to a touch operation on a second monitoring position point and using the position corresponding to the second monitoring position point in the game scene as a search destination of the search virtual object.

[0020] Optionally, determining the search destination of the search virtual object in response to a touch operation on at least one of the monitoring position points includes: responding to a touch operation on a first monitoring position point and using the position corresponding to the first monitoring position point in the game scene as a relay point of the search virtual object; and responding to a touch operation on any position point of the game map interface, determining a normal route search point corresponding to the touch operation, and using the position corresponding to the normal route search point in the game scene as a search destination of the search virtual object.

[0021] Optionally, determining the search destination of the search virtual object in response to a touch operation on at least one of the monitoring position points includes: responding to a touch operation on a target monitoring position point and using the position corresponding to the target monitoring position point in the game scene as a search destination of the search virtual object.

[0022] Optionally, controlling the search virtual object to move from the first target position to the search destination to mark a second player character in the second monitoring area is including controlling the search virtual object to move from the first target position to the relay point and then from the relay point to the search destination to mark a second player character in the second monitoring area.

[0023] Optionally, controlling the search virtual object to move from the first target position to the search destination to mark a second player character in the second monitoring area is controlling the search virtual object to move from the first target position to the search destination with the second monitoring area as a scan range to mark a second player character in the scan range, or including controlling the search virtual object to move from the first target position to the search destination with the second monitoring area as a scan range at a predetermined moving speed to mark a second player character in the scan range.

[0024] Optionally, when the search virtual object reaches the search destination and the search destination is a position corresponding to a monitoring position point, in response to the first monitoring area of the monitoring virtual object overlapping the second monitoring area of the search virtual object, switching the monitoring virtual object to a monitoring enhanced state, and further including adding at least one of a marked state and a locked state to a second player character existing in the first monitoring area during the duration of the monitoring enhanced state of the monitoring virtual object.

[0025] Optionally, When the search virtual object reaches the search destination and the search destination is a position corresponding to a monitoring position point, further include controlling to expand a second monitoring area of the search virtual object and discard the search virtual object after staying at the monitoring virtual object corresponding to the monitoring position point for a predetermined time.

[0026] Optionally, When the search virtual object reaches the search destination and the search destination is a position corresponding to a normal route search point, further include controlling to discard the search virtual object after staying at the search destination for a predetermined time.

[0027] Optionally, When, in the process of searching by the search virtual object in the game scene, a first monitoring area of the monitoring virtual object overlaps with a second monitoring area of the search virtual object, further include switching the monitoring virtual object to a monitoring enhanced state, and within the duration of the monitoring enhanced state of the monitoring virtual object, further include adding at least one of a marked state and a locked state to a second player character existing in the first monitoring area.

[0028] Optionally, acquire position information of the search virtual object, and based on the position information, display a movement marker corresponding to the search virtual object on a game map interface displayed on the graphical user interface, and further include transmitting the position information to a second terminal device corresponding to the second player character, and the second terminal device is used to display a movement marker corresponding to the search virtual object on a game map interface displayed on the graphical user interface.

[0029] Optionally, the game skill includes an attack game skill, the attack game skill corresponds to a proximity virtual object, and the method further responding to a trigger command for the attack game skill, determining a second player character, and controlling the proximity virtual object to perform an attack operation on the second player character.

[0030] Optionally, responding to a trigger command for the attack game skill, determining a second player character, and controlling the proximity virtual object to perform an attack operation on the second player character includes triggering the attack game skill when a second player character exists within the target range of the first player character, and controlling the proximity virtual object to perform an attack operation on the second player character.

[0031] Optionally, responding to detecting that a second player character exists within the target range of the first player character, triggering the attack game skill includes triggering the attack game skill in response to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character.

[0032] Optionally, in response to detecting that a second player character exists within the target range of the first player character, before triggering the attack game skill, the method further includes obtaining a relative distance between the first player character and a second player character in the game scene. Here, in response to detecting that a second player character in the locked state exists within the target range of the first player character, and / or that a second player character in the marked state exists, triggering the attack game skill means that determining a second player character in the locked state in the game scene, and when the relative distance between the first player character and the second player character in the locked state, and / or the second player character in the marked state is less than or equal to a preset distance threshold, triggering the attack game skill.

[0033] Optionally, when the relative distance between the first player character and the second player character is less than or equal to a preset distance threshold, triggering the attack game skill means that when the relative distance between the first player character and the second player character in the locked state is less than or equal to a preset distance threshold and there is no obstacle between the first player character and the second player character in the locked state, triggering the attack game skill.

[0034] Embodiments of the present disclosure also disclose a control device for virtual objects, providing a graphical user interface on a first electronic terminal, where the content displayed on the graphical user interface includes at least part of a game scene and a first player character located in the game scene. Here, the game scene also includes a second player character in a game camp different from the first player character. The first player character has several game skills, and each of the game skills corresponds to a virtual object. The device includes a virtual object determination module and a mark information display module. The virtual object determination module responds to the trigger command for the game skill, determines the target virtual object corresponding to the trigger command, and controls the target virtual object to monitor the monitoring area set in the game scene, and is configured to mark the second player character in the monitoring area. The mark information display module is configured to display the mark information of the second player character marked on the graphical user interface.

[0035] Optionally, the game skill includes a monitoring game skill, the monitoring game skill corresponds to a monitoring virtual object, and the virtual object determination module includes a monitoring virtual object determination sub-module and a monitoring area monitoring sub-module. The monitoring virtual object determination sub-module responds to the trigger command for the monitoring game skill, generates a monitoring virtual object in the game scene, and is configured to display a first monitoring area corresponding to the monitoring virtual object. The monitoring area monitoring sub-module is configured to control the monitoring virtual object to monitor the first monitoring area and mark the second player character in the first monitoring area.

[0036] Optionally, the monitoring area monitoring sub-module Controls the monitoring virtual object to monitor the first monitoring area. When there is a second player character in the target state in the first monitoring area, at least one of the marked state and the locked state is added to the second player character in the target state. The locked state includes that the second player character can be identified and attacked. Here, the mark information display module When a second player character in a marked state is detected, a character label corresponding to the second player character in the marked state is displayed in the game scene and / or a position label corresponding to the second player character in the marked state is displayed on a preset game map.

[0037] Optionally, the target state includes at least one of a running movement state, a crouching state, a camouflage error state, and a skill use state.

[0038] Optionally, the monitoring virtual object determination sub-module includes a skill information acquisition unit and a monitoring area display unit. The skill information acquisition unit is configured to respond to a trigger command for the monitoring game skill and acquire the skill information of the monitoring game skill. The monitoring area display unit is configured to generate a monitoring virtual object in the game scene based on the skill information and display a first monitoring area corresponding to the monitoring virtual object.

[0039] Optionally, the skill information includes a skill state, and the monitoring area display unit When the skill state of the monitoring game skill is in a ready state, a monitoring virtual object is generated in the game scene, and a first monitoring area corresponding to the monitoring virtual object is displayed.

[0040] Optionally, the skill information includes the number of placements of the monitoring virtual object, and the monitoring area display unit When the number of placements of the monitoring virtual object has not reached the upper limit, a monitoring virtual object is generated in the game scene, and a first monitoring area corresponding to the monitoring virtual object is displayed.

[0041] Optionally, the monitoring area display unit Obtain the character orientation and current position of the first player character, configured to display a monitoring virtual object with the character orientation at the current position as the target orientation and a first monitoring area corresponding to the target orientation.

[0042] Optionally, the game skill further includes a search game skill, the search game skill corresponds to a search virtual object, and the virtual object determination module includes a search virtual object determination sub-module and a player character search sub-module. The search virtual object determination sub-module is configured to respond to a trigger command for the search game skill, display a search virtual object in the game scene, and determine a second monitoring area corresponding to the search virtual object. The player character search sub-module is configured to control the search virtual object to search for the second player character in the game scene and mark the second player character in the second monitoring area.

[0043] Optionally, the player character search sub-module is configured to control the search virtual object to search for the second player character in the game scene and add at least one of a marked state and a locked state to the second player character in the second monitoring area. The locked state is used to perform a search lock on the second player character in the locked state. Here, the mark information display module is configured to, when detecting a second player character in the marked state, display a character label corresponding to the second player character in the marked state in the game scene and / or display a position label corresponding to the second player character in the marked state on a preset game map.

[0044] Optionally, the search virtual object determination sub-module includes a game map interface display unit, a search destination determination unit, a current position acquisition unit, and a second monitoring area determination unit. The game map interface display unit is configured to display a game map interface in response to a trigger command for the search game skill. The search destination determination unit is configured to determine a search destination of the search virtual object in response to a touch operation on the game map interface. The current position acquisition unit is configured to acquire the current position of the player character. The second monitoring area determination unit is configured to determine a first target position corresponding to the current position in the game scene, display a search virtual object at the first target position, and determine a second monitoring area corresponding to the search virtual object. Here, the player character search sub-module is configured to control the search virtual object to move from the first target position to the search destination and mark a second player character in the second monitoring area.

[0045] Optionally, the search destination determination unit is configured to determine a normal path search point corresponding to the touch operation in response to a touch operation on any position point of the game map interface, and set the position corresponding to the normal path search point in the game scene as the search destination of the search virtual object.

[0046] Optionally, the game map interface includes a monitoring position point related to the monitoring virtual object, and the search destination determination unit configured to determine a search destination of the search virtual object in response to a touch operation on at least one of the monitoring position points.

[0047] Optionally, the search destination determination unit in response to a touch operation on a first monitoring position point, sets a position corresponding to the first monitoring position point in the game scene as a relay point of the search virtual object, and is configured to set a position corresponding to the second monitoring position point in the game scene as a search destination of the search virtual object in response to a touch operation on a second monitoring position point.

[0048] Optionally, the search destination determination unit in response to a touch operation on a first monitoring position point, sets a position corresponding to the first monitoring position point in the game scene as a relay point of the search virtual object, and in response to a touch operation on any position point of the game map interface, determines a normal route search point corresponding to the touch operation, and sets a position corresponding to the normal route search point in the game scene as a search destination of the search virtual object.

[0049] Optionally, the search destination determination unit is configured to set a position corresponding to the target monitoring position point in the game scene as a search destination of the search virtual object in response to a touch operation on the target monitoring position point.

[0050] Optionally, the player character search sub-module controls the search virtual object to move from the first target position to the relay point and then from the relay point to the search destination, and is configured to mark a second player character in the second monitoring area.

[0051] Optionally, the player character search sub-module controls the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range, marks the second player character in the scan range, or is configured to control the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range at a predetermined moving speed, and mark the second player character in the scan range.

[0052] Optionally, further includes a first state switching module and a first player character processing module, The first state switching module is configured to switch the monitoring virtual object to a monitoring enhancement state in response to the search virtual object reaching the search destination and the search destination corresponding to the monitoring position point, and the first monitoring area of the monitoring virtual object overlapping with the second monitoring area of the search virtual object, The first player character processing module is configured to add at least one of a marked state and a locked state to the second player character existing in the first monitoring area within the duration of the monitoring enhancement state of the monitoring virtual object.

[0053] Optionally, further includes a virtual object enhancement module, The virtual object enhancement module is configured to expand the second monitoring area of the search virtual object when the search virtual object reaches the search destination and the search destination corresponds to the monitoring position point, and control the search virtual object to be discarded after staying at the monitoring virtual object corresponding to the monitoring position point for a predetermined time.

[0054] Optionally, further includes a virtual object processing module, The virtual object processing module is configured to control such that when the search virtual object reaches the search destination and the search destination is a position corresponding to the normal route search point, the search virtual object is discarded after staying at the search destination for a predetermined time.

[0055] Optionally, it further includes a second state enhancement module and a second player character processing module. The second state enhancement module is configured to switch the monitoring virtual object to a monitoring enhanced state when the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object during the process of the search virtual object searching in the game scene. The second player character processing module is configured to add at least one of a marked state and a locked state to a second player character existing in the first monitoring area within the duration of the monitoring enhanced state of the monitoring virtual object.

[0056] Optionally, it includes a first movement marker display module and a second movement marker display module. The first movement marker display module is configured to acquire the position information of the search virtual object and, based on the position information, display a movement marker corresponding to the search virtual object on the game map interface displayed on the graphical user interface. The second movement marker display module is configured to transmit the position information to a second terminal device corresponding to the second player character, and the second terminal device is used to display a movement marker corresponding to the search virtual object on the game map interface displayed on the graphical user interface.

[0057] Optionally, the game skill includes an attack game skill, the attack game skill corresponds to a proximity virtual object, and the device further includes a skill trigger module. The skill trigger module is configured to respond to a trigger command for the attack game skill, determine a second player character, and control the proximity virtual object to perform an attack operation on the second player character.

[0058] Optionally, the skill trigger module includes a skill trigger sub-module and an attack operation execution module. The skill trigger sub-module is configured to trigger the attack game skill when a second player character exists within the target range of the first player character. The attack operation execution module is configured to control the proximity virtual object to perform an attack operation on the second player character.

[0059] Optionally, the skill trigger sub-module is configured to trigger the attack game skill in response to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character.

[0060] Optionally, the device further includes a relative distance acquisition module. The relative distance acquisition module is configured to acquire the relative distance between the first player character and a second player character in the game scene. Here, the skill trigger sub-module determines a second player character in the locked state in the game scene, and is configured to trigger the attack game skill when the relative distance between the first player character and the second player character in the locked state and / or the second player character in the marked state is less than or equal to a preset distance threshold.

[0061] Optionally, the skill trigger sub-module is configured to trigger the attack game skill when the relative distance between the first player character and the second player character in the locked state is less than or equal to a preset distance threshold and there is no obstacle between the first player character and the second player character in the locked state.

[0062] Embodiments of the present disclosure also disclose an electronic device including a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other via the communication bus. The memory stores a computer program. When the processor executes the program stored in the memory, it realizes the method as described in the embodiments of the present disclosure.

[0063] Embodiments of the present disclosure also disclose one or more computer-readable media storing commands that, when executed by one or more processors, cause the processors to execute the methods described in the embodiments of the present disclosure.

[0064] Embodiments of the present disclosure include the following advantages.

[0065] In an embodiment of the present disclosure, a graphical user interface is provided on an electronic terminal. The graphical user interface includes a game scene. There is a first player character located in the game scene and a second player character located in a game camp different from the first player character. Here, the first player character has some game skills, and each game skill corresponds to a virtual object. In the game, the player uses the game skill to place the corresponding target virtual object, monitors the monitoring area set through the target virtual object, marks the second player character in the monitoring area, and then the terminal displays the marking information of the marked second player character in the graphical user interface. Thereby, it is possible to effectively search, monitor, and mark the second player character in the game scene through the target virtual object. By displaying the marking information on the game interface, the player can intuitively and quickly determine the orientation of the second player character, make reasonable game decisions, further reduce the time related to the game round, and reduce the overhead of the terminal.

[0066] It should be understood that the above general description and the following detailed description are merely exemplary and explanatory and do not limit the present disclosure.

Brief Description of the Drawings

[0067] To more clearly illustrate the technical aspects in the embodiments of the present disclosure, the drawings required for use in the description of the embodiments will be briefly described below. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and those skilled in the art can obtain other drawings based on these drawings without creative labor.

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DETAILED DESCRIPTION OF THE INVENTION

[0068] In order to make the above objects, features, and advantages of the present disclosure clearer and easier to understand, the present disclosure will be described in more detail below by combining the drawings and specific embodiments.

[0069] The method for controlling a virtual object in an embodiment of the present disclosure can be executed on a local terminal device or a server. When the method for controlling a virtual object is executed on a server, it can be a cloud game.

[0070] In an alternative embodiment, a cloud game refers to a game mode based on cloud computing. In the execution mode of a cloud game, the entity that executes the game program and the entity that displays the game screen are separated. The storage and execution of the control method for virtual objects are performed on the cloud game server. The role of the cloud game client is to receive and transmit data and display the game screen. For example, the cloud game client can be a display device with a data transmission function close to the user side, such as a mobile terminal, a TV, a computer, or a handheld computer. However, it is the cloud game server in the cloud that performs game data processing. When playing a game, the player operates the cloud game client to send an operation command to the cloud game server. The cloud game server executes the game based on the operation command, encodes and compresses data such as the game screen, returns it to the cloud game client through the network, and finally decrypts it through the cloud game client to output the game screen.

[0071] In an alternative embodiment, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface. That is, conventionally, the game program is downloaded, installed, and executed through an electronic device. The way in which this local terminal device provides the graphical user interface to the player can include various methods, such as rendering and displaying it on the display screen of the terminal, or providing it to the player through projection mapping. For example, the local terminal device can include a display and a processor. The display displays the graphical user interface, which includes the game screen. The processor executes the game, generates the graphical user interface, and controls the display of the graphical user interface on the display.

[0072] In addition, in the embodiments of the present disclosure, the electronic terminal is exemplarily described as an example of a local terminal device. However, it may also be the cloud game client described above, and the present disclosure is not limited thereto.

[0073] As an example, in a stealth confrontation game, a combination of stealth and asymmetric competition can be used to conduct pursuit confrontation in different game scenes. For example, a game match can be composed of two defenders and four attackers. The attackers have the advantage of numbers. They need to avoid the line of sight of the defenders and NPCs (Non-player Characters) in the game scene, sneak into the target location, complete the designated tasks, and retreat successfully upon success. The power of the defenders is relatively strong. With the cooperation of the defending NPCs, they can detect the disguise of the attackers and track the infiltrators in the game scene. In this process, the defender players may take a long time to find the attacker players in the game scene, which takes a long time for the game match, increases the processing overhead of the terminal, and reduces the player's game experience.

[0074] In contrast, one of the core inventive points in the embodiments of the present disclosure is that for a first player character whose game camp is the defending side, certain game skills can be arranged, each game skill can correspond to a virtual object, during the game, the player can arrange a corresponding target virtual object through the game skill, monitor a monitoring area set through the target virtual object, mark a second player character in the monitoring area, and the terminal can display the mark information of the marked second player character on the graphical user interface, thereby effectively searching, monitoring, marking, etc. the second player character in the game scene through the target virtual object, and by displaying the mark information on the game interface, the player can intuitively and quickly determine the orientation of the second player character in the enemy camp, make reasonable game decisions, further reduce the time related to the game round, and reduce the overhead of the terminal.

[0075] Here, the player character according to the embodiments of the present disclosure may be a game character controlled by the player in the game. The first player character may be a character controlled by the first player to whom the first electronic terminal belongs, and may also be the defending side in the game. The second player character may be a character controlled by the second player to whom the second electronic terminal belongs, and it may also be the attacking side in the game. In addition, with the change of the game type, the first player character and the second player character can be mutually converted, and the present disclosure is not limited thereto.

[0076] In a specific implementation, FIG. 1 is a flowchart of a method for controlling a virtual object in an embodiment of the present disclosure. A graphical user interface is provided on a first electronic terminal, and the content displayed on the graphical user interface includes at least a part of a game scene and a first player character located in the game scene. Here, the game scene also includes a second player character in a game camp different from the first player character. The first player character has some game skills, and each game skill corresponds to a virtual object. Specifically, it includes the following steps.

[0077] In step 101, in response to a trigger command for the game skill, a target virtual object corresponding to the trigger command is determined, and the target virtual object is controlled to monitor a monitoring area set in the game scene, and the second player character in the monitoring area is marked.

[0078] In the embodiment of the present disclosure, for the first player character, its role is to search for the second player character and track and capture the second player character in order to prevent the first player character from completing a game task preset in the game. In this process, in order for the player to control the first player character to execute the corresponding action, it is necessary to know the position of the second player character in the game scene. Therefore, determining the orientation of the second player character in the game scene is very important for the player and is also the key to affecting the time of the game round.

[0079] Optionally, the first player character can be equipped with several game skills including surveillance game skills, search game skills, attack game skills, etc. The terminal can display skill controls corresponding to each game skill in the graphical interface for the first player to touch the corresponding skill control and use the corresponding skill. Here, the surveillance game skill can correspond to a surveillance virtual object, the search game skill can correspond to a search virtual object, and the attack game skill can correspond to a proximity virtual object. Specifically, when the first player uses the surveillance skill, the terminal can place a surveillance virtual object in the game scene. This surveillance virtual object can set a first surveillance area and can monitor the first surveillance area. When the first player uses the search game skill, the terminal can generate a search surveillance object in the game scene. This search surveillance object can move and search within the game scene based on the search path set by the player. This search virtual object can set a second surveillance area and can monitor within the second surveillance area during movement. The attack game skill includes an active attack skill and a passive attack skill. In the embodiments of the present disclosure, the attack game skill can be exemplarily described as a passive game skill. For the attack game skill, when triggered, the proximity virtual object can attack the second player character. By providing different types of game skills such as surveillance, search, and attack, the first player can place corresponding virtual objects during the game and perform operations such as surveillance, search, and attack in the game scene. The first player can intuitively and quickly determine the position of the second player character in the enemy camp and make reasonable game decisions, further reducing the time related to the game round and reducing the overhead of the terminal.

[0080] In an alternative embodiment, when the triggered game skill is a monitoring game skill, the terminal responds to the trigger command for the monitoring game skill, generates a monitoring virtual object in the game scene, displays a first monitoring area corresponding to the monitoring virtual object, and then controls the monitoring virtual object to monitor the first monitoring area to mark a second player character in the first monitoring area.

[0081] In the process of the first player placing surveillance virtual objects with surveillance game skills, the terminal responds to the trigger command for the surveillance game skill, obtains the skill information of the surveillance game skill, and then generates a surveillance virtual object in the game scene based on the skill information, and can display the first surveillance area corresponding to the surveillance virtual object. Optionally, the skill information can include the skill state, the number of surveillance virtual objects placed, etc. After the player touches the skill control corresponding to the surveillance game skill, the terminal can first determine the skill state of the surveillance game skill. If the skill state of the surveillance game skill is the ready state, it obtains the number of surveillance virtual objects placed in the game scene. If the number of surveillance virtual objects placed does not reach the upper limit, it generates a surveillance virtual object in the game scene, displays the first surveillance area corresponding to the surveillance virtual object, and when the number of surveillance virtual objects placed reaches the upper limit, it outputs information to prompt that the surveillance virtual object has reached the placement upper limit. Then, the terminal can discard the first surveillance virtual object first placed by the first player in the game scene, place a new surveillance virtual object in the game scene, and display the first surveillance area corresponding to the surveillance virtual object, or the terminal responds to the discard command for the surveillance virtual object, determines the target surveillance virtual object corresponding to the discard command, discards the target surveillance virtual object in the game scene, then places a new surveillance virtual object in the game scene, and displays the first surveillance area corresponding to the new surveillance virtual object.For example, the terminal can display information indicating that the placement of monitoring virtual objects in the graphical user interface has reached the upper limit, prompt the user to be able to discard the monitoring virtual object placed first, or the user can autonomously select the monitoring virtual object to be discarded. Specifically, the first player can display a position icon corresponding to the monitoring virtual object placed on the game map interface, and can select a certain position icon. The terminal outputs a corresponding "discard confirmation". After the first player decides to discard, the terminal discards the monitoring virtual object selected by the first player in the game scene, and can correspondingly place a new monitoring virtual object at the current position of the first player character.

[0082] If the skill state of the monitoring game skill is in a cooling state, the terminal outputs the presentation information for that monitoring game skill, and presents to the player that the skill cannot be used because it is in a cooling state. When the first player uses it for the success of the monitoring game skill, the monitoring game skill enters a cooling state, and when the cooling of the skill ends, the player can use that monitoring game skill again.

[0083] After the first player successfully places a monitoring virtual object in the game scene, the terminal acquires the operating state of the monitoring virtual object, and displays position icons corresponding to the operating states of the respective monitoring virtual objects on the game map, where different operating states can correspond to different position icons. Specifically, the operating state of the monitoring virtual object can include an operating state of monitoring a virtual object in a state of monitoring a set first monitoring area, and a restart state. That is, when the monitoring virtual object is in the restart state and the monitoring virtual object is in the operating state, a first position icon corresponding to the monitoring virtual object is displayed on a preset game map, and when the monitoring virtual object is in the restart state, a second position icon corresponding to the monitoring virtual object is displayed on the game map. Here, the first position icon and the second position icon may be icons with different display styles. For example, the first position icon may be a green dot, and the second position icon may be a red dot. By marking the operating state of the monitoring virtual object with different display colors, the first player can intuitively and quickly grasp the operating state of each monitoring virtual object, grasp the changes in the game scene, and further make corresponding game decisions.

[0084] During the game, the first player can monitor the relevant area of the game scene with the monitoring virtual object. At the same time, the second player can control the second player character to destroy the monitoring virtual object, preventing the monitoring virtual object from monitoring the relevant area. Thereby, players can perform game interactions such as placing and destroying monitoring virtual objects, greatly improving the interactivity and fun of the game.

[0085] In a specific implementation, the terminal can detect that the monitored virtual object is attacked by the second player character, and after the attack by the second player character is destroyed, it can control the time when the monitored virtual object enters the restart state. At the same time, it can switch the position icon corresponding to the monitored virtual object destroyed in the game map from the first position icon to the second position icon, cancel the display of the first monitoring area corresponding to the monitored virtual object, and output the prompt information that the monitored virtual object is destroyed in the graphical user interface of the first electronic terminal corresponding to the first player character. By doing so, the destruction of the monitored virtual object can be presented to the first player through the prompt information. At the same time, due to the change of the position icon, the player can intuitively and quickly grasp which monitored virtual object has been destroyed, and the first player can control the first player character to inspect the corresponding position.

[0086] Regarding the monitoring virtual object, when it is in a normal operating state, it can monitor its corresponding first monitoring area in real time. When there is a second player character in the target state in the first monitoring area, at least one of the mark state and the lock state can be added to the second player character in the target state. Here, the mark state is a state in which a global orientation is presented to the game scene where the second player character is located. For example, by displaying a red-bordered contour corresponding to the second player character on the graphical user interface or displaying the position point of the second player character on the game map, the first player can quickly and intuitively grasp the orientation of the second player character in the game scene. The lock state may be a state in which the second player character can be identified and searched. When the conditions are met, the first player character can trigger an automatic attack on the second player character in the lock state. The target state includes at least one of the running movement state, the crouching state, the disguise error state, and the skill use state. Here, the disguise error state may be that the virtual clothing currently worn by the second player character does not match the scene area corresponding to the game scene, etc.

[0087] In one example, for the surveillance game skill, the skill control corresponding to the surveillance game skill can be displayed on the game interface, and the skill control can be displayed based on the skill state. For example, when the surveillance game skill is in the ready state, it can be normally displayed. When the surveillance game skill is in the cooling state, the terminal can obtain the cooling time and display the remaining cooling time on the skill control so that the first player can intuitively understand the skill state of the game skill. When the surveillance game skill is in the ready state, the terminal can respond to the touch operation on the skill control of the surveillance game skill, obtain the orientation and current position of the first player character, and then display a surveillance virtual object with the orientation of the character as the target orientation at the current position, and a first surveillance area corresponding to the target orientation. Referring to FIG. 2, a schematic diagram of the first surveillance area in the embodiment of the present disclosure is shown. The first surveillance area 220 corresponding to the surveillance virtual object 210 may be a fan-shaped columnar area or a circular columnar area corresponding to the orientation of the first player character, etc. Optionally, the surveillance virtual object may be a virtual object floating at a certain position in the game scene, such as a drone, a virtual eyeball, a virtual observation tower, a virtual camera, etc., but the present disclosure is not limited thereto.

[0088] Regarding the first surveillance area of the surveillance virtual object, it can be clearly seen by the first player character and vaguely seen by the second player character. As the brightness of the light in the game scene changes, the recognition degree of the first surveillance area also changes. For example, in a dim scene, the recognition degree is high, and in a bright scene, the recognition degree is low.

[0089] When the monitoring virtual object monitors the corresponding first monitoring area, if there is no physical occlusion in the monitoring field of view and a second player character in a target state (any one of a running movement state, a squatting state, a camouflage error state, and a skill use state) appears, a mark state and a lock state can be added to the second player character. Therefore, the terminal can present the orientation of the second player character based on the mark state, and when the first player character meets the conditions, it can automatically attack the second player character in the locked state. Optionally, the added mark state and lock state can be set as an abnormal state of the player character that can last for a certain period of time, such as 3 seconds. Also, after adding an abnormal state corresponding to a certain second player character, the monitoring virtual object enters a cooling period and a refresh period is required for re-triggering.

[0090] If the second player does not want the monitoring virtual object to monitor the corresponding area, the second player can control the second player character to destroy the monitoring virtual object, making it impossible to monitor the corresponding area. For example, the second player can control the second player character to approach and destroy the monitoring virtual object, or control the second player character to throw and destroy the virtual item corresponding to the monitoring virtual object. The destroyed monitoring virtual object can enter a restart state, and during the restart period, it cannot be re-destroyed by the second player character. For example, the restart time is 60 seconds, and the second player character cannot destroy the monitoring virtual object within 60 seconds.

[0091] In addition, there is an upper limit to the number of surveillance virtual objects that the first player character can place in the game scene. When the number of placed objects reaches the upper limit, the player can either discard the first placed surveillance virtual object or select the surveillance virtual object that the player wants to discard according to their own needs. In this way, the first player can place surveillance virtual objects for monitoring in the game scene using the surveillance game skill. For example, the player can place surveillance virtual objects in important scene areas in the game scene for monitoring. By effectively monitoring within the surveillance area corresponding to the surveillance virtual object, the search for the second player character can be realized.

[0092] In another selectable embodiment, when the triggered game skill is a search game skill, the terminal responds to the trigger command for the search game skill, displays a search virtual object in the game scene, determines a second surveillance area corresponding to the search virtual object, and subsequently controls the search for the second player character in the game scene so that the search virtual object marks the second player character within the second surveillance area.

[0093] When the search game skill is in a ready state and the first player places a search virtual object in the game scene using the search game skill, the terminal can display the game map interface in response to the trigger command for the search game skill. Next, in response to a touch operation on the game map interface, the search destination of the search virtual object is determined, and the current position of the player character in the game scene is obtained. Then, in the game scene, a first target position corresponding to the current position is determined, and the search virtual object is displayed at the first target position. A second monitoring area corresponding to the search virtual object is determined, and then the search virtual object is controlled to move from the first target position to the search destination, and the second player character within the second monitoring area is marked. Optionally, the game map interface may be a map interface set based on the game scene. When the game scene includes multiple floors, when the first player opens the game map interface, the game map interface defaults to displaying the map interface of the floor where the first player character is currently located, and provides a page label corresponding to the game map interface. Thereby, the first player can control the game map interface based on the page label to display the map interfaces of other floors. The present disclosure is not limited thereto.

[0094] Here, after the first player uses the search game skill, the terminal first determines whether the search virtual object can reach the current position where the first player character is located. If the search virtual object can reach the current position of the first player character, the search virtual object is displayed at the current position. If the search virtual object cannot reach the current position of the first player character, the terminal determines the first target position corresponding to the current position and displays the search virtual object at the first target position. Specifically, for the search virtual object, a search map corresponding to the game scene, which is the area where the search virtual object can reach and move, can be arranged in the game. The terminal can select the position closest to the current position of the first player character in the search map as the first target position of the search virtual object, that is, the search start point. Thereby, the search virtual object is displayed at the search start point, and the search virtual object is controlled to move from the search start point to the search destination. Also, the terminal obtains the corresponding current position point in the game map interface of the first target position, and then displays the search route from the current position point to the destination in the game map interface, so that the first player can grasp the search route of the search virtual object in the game scene.

[0095] Note that for the player character, the movable area in the game scene is larger than the movable area of the search virtual object. For example, the game scene can include virtual objects such as virtual boxes, virtual tables, and virtual cabinets. The player can control the player character to move to these virtual objects, but the search virtual object cannot move to these virtual objects. Therefore, in the game, a search map is arranged for the search virtual object to facilitate the terminal to determine the position point of the search virtual object. Optionally, after the first player successfully uses the search game skill to generate a search virtual object in the game scene, the terminal obtains the position information of the search virtual object, and based on the position information, displays a movement identifier corresponding to the search virtual object on the game map interface displayed on the graphical user interface. Also, the terminal sends the position information to a second terminal device corresponding to the second player character. The second terminal device is used to display a movement label corresponding to the search virtual object on the game map interface displayed on the graphical user interface. Thereby, the first player and the second player can grasp the position of the search virtual object in the game scene through the movement label that moves in real time. Furthermore, the first player can grasp the search status of the search virtual object, and the second player can avoid based on the position of the search virtual object to improve the fun of the game.

[0096] For the game map interface, it can include a normal route search point and a monitoring position point. Here, the monitoring position point is the position point corresponding to the monitoring virtual object, and the normal route search point is any position point except the monitoring position point of the game map interface. And the first player can select a normal route search point and / or a monitoring position point to set the search route of the search virtual object. Here, during the process of the search virtual object moving according to the search route set by the first player, the terminal controls the search virtual object to search for the second player character in the game scene, and adds at least one of a marked state and a locked state to the second player character existing in the second monitoring area. During the movement of the search virtual object, an abnormal state corresponding to the second player character entering the second monitoring area along the way is added, so that the second player character in the game scene can be effectively searched, and the first player can grasp the orientation of the second player character in the game scene.

[0097] In some cases, the terminal responds to a touch operation on any position point of the game map interface, determines a normal path search point corresponding to the touch operation, sets the position corresponding to the normal path search point in the game scene as the search destination of the search virtual object, and then controls the search virtual object to move from the first target position to the position corresponding to the normal path search point.

[0098] In another case, the terminal responds to a touch operation on the first monitoring position point, sets the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object, then responds to a touch operation on the second monitoring position point, sets the position corresponding to the second monitoring position point in the game scene as the search destination of the search virtual object, and then controls the search virtual object to move from the first target position to the position corresponding to the first monitoring position point, and then move from the position corresponding to the first monitoring position point to the position corresponding to the second monitoring position point.

[0099] In another case, the terminal responds to a touch operation on the first monitoring position point, sets the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object, then responds to a touch operation on any position point of the game map interface, determines a normal path search point corresponding to the touch operation, sets the position corresponding to the normal path search point in the game scene as the search destination of the search virtual object, and then controls the search virtual object to move from the first target position to the position corresponding to the first monitoring position point, and then move from the position corresponding to the first monitoring position point to the position corresponding to the normal path search point.

[0100] In another case, the terminal responds to a touch operation on the target monitoring position point, sets the position corresponding to the target monitoring position point in the game scene as the search destination of the search virtual object, and then controls the search virtual object to move from the first target position to the position corresponding to the target monitoring position point.

[0101] Also, when the search virtual object reaches the search destination immediately, if the search destination is the position corresponding to the monitoring position point and the monitoring virtual object cannot reach the position corresponding to the monitoring position point (for example, the first player places the monitoring virtual object on a certain virtual item), the terminal can first determine the second target position closest to the position corresponding to the monitoring position point, and then, in response to the monitoring virtual object moving to the second target position, control the monitoring virtual object to instantaneously move to the position corresponding to the monitoring position point, thereby flexibly adjusting the movement mode of the search virtual object so that it can accurately move to the search destination set by the first player and ensuring the search effect of the search virtual object.

[0102] In an embodiment of the present disclosure, mutual enhancement can be performed between a search virtual object and a monitoring virtual object. When a first monitoring area of the monitoring virtual object overlaps with a second monitoring area of the search virtual object, the corresponding monitoring virtual object can be switched to a monitoring enhancement state. During the duration of the monitoring enhancement state, for any second player character that enters the first monitoring area of the monitoring virtual object, without determining whether the second player character is in a target state, a mark state and a lock state can be directly added. When the search destination of the search virtual object is the monitoring position point corresponding to the monitoring virtual object, when the search virtual object reaches the monitoring position point, the enhancement of the search virtual object can be triggered, the range of its second monitoring area can be expanded, and a wider range of search can be enabled. Thereby, through the interaction between the search virtual object and the monitoring virtual object, the fun of the game can be enriched, and furthermore, the search ability of the player character can be enhanced and the search effect can be guaranteed.

[0103] In a specific implementation, when the search virtual object searches and moves in the game scene, the terminal controls the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range, and marks the second player character in the scan range, or controls the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range at a predetermined moving speed, and marks the second player character in the scan range. Furthermore, when the search virtual object is searching in the game scene, if the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object, the monitoring virtual object is switched to the monitoring enhancement state. During the duration of the monitoring enhancement state of the monitoring virtual object, the terminal can add at least one of the mark state and the lock state to the second player character existing in the first monitoring area.

[0104] In addition, when the search virtual object reaches the search destination and the search destination is the position corresponding to the monitoring position point, the terminal responds to the fact that the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object, switches the monitoring virtual object to the enhanced monitoring state, and during the duration of the enhanced monitoring state of the monitoring virtual object, at least one of the marked state and the locked state can be added to the second player character existing in the first monitoring area. At the same time, the second monitoring area of the search virtual object is expanded, and after the search virtual object stays at the monitoring virtual object corresponding to the monitoring position point for a predetermined time, it is controlled to be discarded. When the search virtual object reaches the search destination and the search destination is the position corresponding to the normal route search point, it is controlled to be discarded after the search virtual object stays at the search destination for a predetermined time.

[0105] In a specific implementation, there is an enhancement effect between the search virtual object and the monitoring virtual object. For the monitoring virtual object, when the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object, the enhanced monitoring of the monitoring virtual object is triggered and it transitions to the enhanced monitoring state. The monitoring virtual object in the enhanced monitoring state can directly add at least one of the marked state and the locked state to the second player character that appears in the first monitoring area without the second player character being in the target state. For the search virtual object, when its search destination moves to the position corresponding to the monitoring position point, that is, the monitoring virtual object corresponding to the monitoring position point, the range of the second monitoring area of the operation virtual object can be expanded, and its search ability can be enhanced. Thereby, through the linkage between the search virtual object and the monitoring virtual object, the search efficiency for the second player character in the game scene can be improved.

[0106] Optionally, in the aforementioned case, if the monitored virtual object is in a restart state, the state switch of the monitored virtual object is not performed. For example, when the second monitoring area of the search virtual object covers the monitored virtual object, if the monitored virtual object is in a restart state, the monitored virtual object does not perform a state switch and maintains its restart state.

[0107] In one example, for the search game skill, the skill control corresponding to the search game skill can be displayed on the game interface, and the skill control can be displayed based on the skill state. For example, when the search game skill is in a ready state, it can be normally displayed. When the search game skill is in a cooling state, the terminal obtains the cooling time and can display the remaining cooling time on the skill control so that the first player can intuitively understand the skill state of the game skill. When the search game skill is in a ready state, the terminal can display the game map interface in response to a touch operation on the skill control of the search game skill, and then determine the search destination of the search virtual object based on the point selection operation in the game map interface of the first player, and can display the corresponding search path. When the search virtual object is successfully placed, a movement label corresponding to the search virtual object is displayed on the game map interface displayed on the first electronic terminal corresponding to the first player, and a movement label of the search virtual object is displayed on the game map interface displayed on the second electronic terminal corresponding to the second player. Thereby, the first player and the second player can grasp the position of the search virtual object in the game scene through the movement label that moves in real time, and further, the first player can grasp the search situation of the search virtual object, and the second player can avoid according to the position of the search virtual object, etc., which can enhance the fun of the game.

[0108] When the search virtual object performs a search movement, it can scan along the path with a certain scan radius based on a predetermined movement speed. For example, the search virtual object can move from the search start point in the game scene to the search destination at a speed of 7.5 meters per second and scan with a scan radius of 5 meters during the movement. When the search virtual object passes by the monitoring virtual object along the path during the movement, if the scan range overlaps with the monitoring area of the monitoring virtual object, it can trigger the monitoring virtual object to enter the enhanced monitoring state, and directly add the marked state and the locked state to the second player character that appears in the monitoring area, without the need for the second player character to be in the target state.

[0109] When the search virtual object moves to the search destination, if the search destination is just an ordinary search point, the search virtual object can disappear after staying at the position corresponding to its normal path search point for 10 seconds. If the search destination is a monitoring position point, after the search virtual object arrives, it can expand the scan range to 8 meters within 1 second, and then stay at the monitoring virtual object corresponding to the monitoring position point and disappear after 10 seconds. At the same time, before the search virtual object disappears, if the scan range of the search virtual object overlaps with the monitoring area of the monitoring virtual object, it can trigger the monitoring virtual object to transition to the enhanced monitoring state. Note that for the monitoring virtual object in the restart state, the search virtual object cannot enhance its monitoring, but the corresponding monitoring position point can be used as a relay point or a search destination. Referring to Figure 3, a schematic diagram of the virtual object in the embodiment of the present disclosure is shown. Here, when the scan range 312 of the search virtual object 311 overlaps with the monitoring area 322 of the monitoring virtual object 321, it can trigger the monitoring virtual object 321 to enter the enhanced monitoring state, thereby directly adding the marked state and the locked state to the second player character that appears in the monitoring area, without the need to make the second player character in the target state.

[0110] Optionally, the search virtual object may be a virtual object that can float and move in a game scene such as a drone, a scan messenger, a flying robot, a virtual flying insect, etc., and can move according to at least two floating heights preset in the game scene. When encountering an impassable obstacle during movement, it can pass by adjusting the floating height. Also, when climbing stairs, the current floating height can always be moved, but the present disclosure is not limited thereto.

[0111] In step 102, display the mark information of the second player character marked on the graphical user interface.

[0112] In a specific implementation, for the second player character marked by the monitoring virtual object and / or the search virtual object in the game scene, the terminal can display the character label corresponding to the second player character in the marked state in the game scene and / or display the position label corresponding to the second player character in the marked state on the preset game map. For example, for the second player character in the marked state, the terminal can display the perspective contour (i.e., the character label) corresponding to the second player character on the graphical user interface, so that the first player can grasp the corresponding range of the second player character through this perspective contour. Also, display the position label corresponding to the second player character on the game map. By both lasting for a certain period of time, it ensures that the first player can effectively grasp the position of the second player character while maintaining the fairness of the game and ensuring the game experience of the second player.

[0113] Referring to FIG. 4, a schematic diagram of a game interface in an embodiment of the present disclosure is shown. A graphical user interface is provided via an electronic terminal, and the content displayed on the graphical user interface includes a game interface 40. The game interface 40 includes a first player character 410. When a monitoring virtual object and / or a search virtual object arranged by the first player in the game scene adds a marked state to a second player character of an enemy game camp, the terminal can display a perspective contour 420 of the marked second player character on the graphical user interface. Thereby, the first player can grasp the corresponding range of the second player character through this perspective contour 420, and in order to make a corresponding game decision, a position identifier (not shown) corresponding to the second player character can be displayed on the game map.

[0114] In an alternative embodiment, the game skill of the first player character can further include an attack game skill. The attack game skill corresponds to a proximity virtual object. The proximity virtual object is always displayed within the set range of the first player character (for example, moving within a range of 0.5 m radius of the first player character), and corresponding displays can be made according to the skill state of the attack game character. For example, when the attack game skill is in a ready state, the proximity virtual object can emit a certain light, and when the attack game skill is in a cooling state, the proximity virtual object does not light up.

[0115] In a specific implementation, the terminal responds to a trigger command for an attack game skill, determines a second player character, and controls a proximity virtual object to perform an attack operation on the second player character. In some cases, when the second player character exists within the target range of the first player character, the attack game skill is triggered, and then the proximity virtual object is controlled to perform an attack operation on the second player character, that is, when the second player character exists within the target range of the first player character, the attack is triggered. In another case, the terminal responds to detecting that there is a second player character in a locked state and / or a second player character in a marked state within the target range of the first player character, triggers the attack game skill, and then controls the proximity virtual object to perform an attack operation on the second player character, that is, when the second player character in a marked state exists within the target range of the first player character, the attack is triggered.

[0116] Optionally, in the latter case, the terminal first obtains the relative distance between the first player character and the second player character located in the game scene, then determines the second player character in the locked state and / or marked state in the game scene, and then, when the relative distance between the first player character and the second player character in the locked state and / or the relative distance between the first player character and the second player character in the marked state is less than or equal to a preset distance threshold, triggers an attack game skill, and then controls the proximity virtual object to perform an attack operation on the second player character. Thereby, in the game, the player adds a locked state and / or a marked state to the second player character through the monitoring virtual object and the search virtual object, and at the same time, when the conditions are met, triggers the proximity virtual object to automatically attack such a second player character, realizing the linkage between multi-game skills and multi-virtual objects, greatly improving the playability and fun of the game, and effectively improving the effectiveness of searching for the player characters in the enemy camp through multi-dimensional linkage. Furthermore, it is convenient for the first player to make useful game decisions based on the search results, reducing the game time related to the game match and reducing the performance overhead of the terminal.

[0117] Furthermore, considering that there are various virtual items in the game scene, etc., it is easier to form a physical obstacle between the first player character and the second player character. Therefore, if there is an obstacle between the first player character and the second player character in the locked state and / or marked state, the second player character cannot be attacked. If there is no obstacle between the first player character and the second player character in the locked state and / or marked state, trigger the attack game skill, then control the proximity virtual object to perform an attack operation on the second player character, and after the attack is successful, switch the attack game skill to the cooling state.

[0118] In one example, the terminal can obtain the relative distance between the first player character and each second player character in the game scene. When the relative distance between the first player character and the second player character is 30 meters or less, the terminal can detect whether the second player character is in a locked state and / or whether it is in a designated state. When the second player character is in a locked state and / or a marked state, the terminal can obtain the skill state of the attack game skill of the first player character. When the skill state is the ready state, when there is no physical barrier between the first player character and the second player character, the terminal can control the proximity virtual object to attack the second player character. This attack is an attack that will always hit, and after hitting, an abnormal state is added to the second player character, for example, any one of a deceleration state for a predetermined time period, a paralysis state for a predetermined time period, a bleeding state for a predetermined time period, and a knockdown state for a predetermined time period is added.

[0119] Also, when there are multiple second player characters that meet the attack criteria, in some cases, the terminal obtains the relative distance between each second player character and the first player character in the game scene. Next, the second player character corresponding to the minimum relative distance is used as the target player character, and the terminal can control the proximity virtual object to perform an attack operation on the target player character. In other cases, the terminal obtains the blood volume value of each second player character, uses the second player character corresponding to the minimum blood volume value as the target player character, and can control the proximity virtual object to perform an attack operation on the target player character. Therefore, the terminal can flexibly adjust the attack mode of the proximity virtual object according to the state of the second player character and ensure the effectiveness of the attack of the proximity virtual object. It should be noted that the first player can also customize the attack mode of the proximity virtual object according to their own needs, and the present disclosure is not limited thereto.

[0120] In addition, the proximity virtual object may be a drone, a virtual flying robot, a virtual flying insect, a guiding pulse, etc., and the present disclosure is not limited thereto.

[0121] In the embodiments of the present disclosure, the detection and control of the monitoring virtual object, the search virtual object, and the proximity search virtual object in the game scene by the terminal are taken as examples for description. However, for the detection of these search objects, when the server detects the global situation of the game and detects a state that meets the corresponding conditions, it can also control the corresponding virtual object to execute the corresponding operation, notify the electronic terminal corresponding to each player character in the game session, the server sends a control command to the electronic terminal, and the electronic terminal controls the corresponding virtual object based on the control command, etc. Also, the embodiments of the present disclosure include the numerical parameters in the above examples, but are not limited thereto. Under the ideological guidance of the embodiments of the present disclosure, those skilled in the art can also set the above content according to actual needs, and the present disclosure is not limited thereto.

[0122] In an embodiment of the present disclosure, a graphical user interface is provided on an electronic terminal. The graphical user interface includes a game scene. There is a first player character located in the game scene and a second player character located in a game camp different from the first player character. Here, the first player character has some game skills, and each game skill corresponds to a virtual object. In the game, the player uses the game skill to place the corresponding target virtual object, monitors the monitoring area set through the target virtual object, marks the second player character in the monitoring area, and then the terminal displays the marking information of the marked second player character in the graphical user interface. Thereby, through the target virtual object, the second player character in the game scene can be effectively searched, monitored, and marked. By displaying the marking information on the game interface, the player can intuitively and quickly determine the orientation of the second player character, make reasonable game decisions, further reduce the time related to the game round, and reduce the overhead of the terminal.

[0123] It should be noted that for the method embodiments, for the sake of simplicity of description, they are described as a combination of a series of operations. However, according to the embodiments of the present disclosure, some steps may adopt other orders or may be executed simultaneously. Therefore, the embodiments of the present disclosure are not limited by the described operation order. Next, those skilled in the art should recognize that all the embodiments described in this specification belong to preferred embodiments, and the related operations are not necessarily required for the embodiments of the present disclosure.

[0124] FIG. 5 is a block diagram of a configuration of a control device for a virtual object in an embodiment of the present disclosure. A graphical user interface is provided on a first electronic terminal, and the content displayed on the graphical user interface includes at least a part of a game scene and a first player character located in the game scene. Here, the game scene also includes a second player character in a game camp different from the first player character. The first player character has some game skills, and each of the game skills corresponds to a virtual object. The virtual object determination module 501 and the mark information display module 502 are included. The virtual object determination module 501 responds to a trigger command for the game skill, determines a target virtual object corresponding to the trigger command, and is configured to control the target virtual object to monitor a monitoring area set in the game scene, so as to mark a second player character in the monitoring area. The mark information display module 502 is configured to display mark information of the second player character marked on the graphical user interface.

[0125] In an alternative embodiment, the game skill includes a monitoring game skill, the monitoring game skill corresponds to a monitoring virtual object, and the virtual object determination module 501 includes a monitoring virtual object determination sub-module and a monitoring area monitoring sub-module. The monitoring virtual object determination sub-module responds to a trigger command for the monitoring game skill, generates a monitoring virtual object in the game scene, and is configured to display a first monitoring area corresponding to the monitoring virtual object. The monitoring area monitoring sub-module is configured to control the monitoring virtual object to monitor the first monitoring area, so as to mark a second player character in the first monitoring area.

[0126] In an alternative embodiment, the monitoring area monitoring sub-module controls the monitoring virtual object to monitor the first monitoring area, and when there is a second player character in a target state in the first monitoring area, it is configured to add at least one of a marked state and a locked state to the second player character in the target state, and the locked state is a state in which the second player character is identified and searched. Here, the mark information display module 502 When detecting a second player character in a marked state, it is configured to display a character label corresponding to the second player character in the marked state in the game scene and / or display a position label corresponding to the second player character in the marked state on a preset game map.

[0127] In an alternative embodiment, the target state includes at least one of a running movement state, a crouching state, a camouflage error state, and a skill use state.

[0128] In an alternative embodiment, the monitoring virtual object determination sub-module includes a skill information acquisition unit and a monitoring area display unit The skill information acquisition unit is configured to respond to a trigger command for the monitoring game skill and acquire the skill information of the monitoring game skill. The monitoring area display unit is configured to generate a monitoring virtual object in the game scene based on the skill information and display a first monitoring area corresponding to the monitoring virtual object.

[0129] In an alternative embodiment, the skill information includes a skill state, and the monitoring area display unit When the skill state of the monitoring game skill is in a ready state, it is configured to generate a monitoring virtual object in the game scene and display a first monitoring area corresponding to the monitoring virtual object.

[0130] In an optional embodiment, the skill information includes the number of monitoring virtual objects arranged, and the monitoring area display unit is configured to when the number of arranged monitoring virtual objects does not reach the upper limit, generate a monitoring virtual object in the game scene and display a first monitoring area corresponding to the monitoring virtual object.

[0131] In an optional embodiment, the monitoring area display unit is configured to acquire the orientation and current position of the character of the first player character, and display a monitoring virtual object with the orientation of the character at the current position as the target orientation and a first monitoring area corresponding to the target orientation.

[0132] In an optional embodiment, the game skill further includes a search game skill, the search game skill corresponds to a search virtual object, and the virtual object determination module 501 includes a search virtual object determination sub-module and a player character search sub-module. The search virtual object determination sub-module is configured to respond to a trigger command for the search game skill, display a search virtual object in the game scene, and determine a second monitoring area corresponding to the search virtual object. The player character search sub-module is configured to control the search virtual object to search for the second player character in the game scene and mark the second player character in the second monitoring area.

[0133] In an optional embodiment, the player character search sub-module is configured to Control the search virtual object to search for the second player character in the game scene, and be configured to add at least one of a marked state and a locked state to the second player character in the second monitoring area. The locked state is used to perform a search lock on the second player character in the locked state. Here, the mark information display module 502 When detecting a second player character in a marked state, it is configured to display a character label corresponding to the second player character in the marked state in the game scene and / or display a position label corresponding to the second player character in the marked state on a preset game map.

[0134] In an optional embodiment, the search virtual object determination sub-module includes a game map interface display unit, a search destination determination unit, a current position acquisition unit, and a second monitoring area determination unit The game map interface display unit is configured to display a game map interface in response to a trigger command for the search game skill. The search destination determination unit is configured to determine the search destination of the search virtual object in response to a touch operation on the game map interface. The current position acquisition unit is configured to acquire the current position of the player character. The second monitoring area determination unit is configured to determine a first target position corresponding to the current position in the game scene, display a search virtual object at the first target position, and determine a second monitoring area corresponding to the search virtual object. Here, the player character search sub-module It is configured to control the search virtual object to move from the first target position to the search destination so as to mark the second player character in the second monitoring area.

[0135] In an alternative embodiment, the search destination determination unit responds to a touch operation on any position point of the game map interface, determines a normal path search point corresponding to the touch operation, and sets the position corresponding to the normal path search point in the game scene as the search destination of the search virtual object.

[0136] In an alternative embodiment, the game map interface includes a monitoring position point related to the monitoring virtual object, and the search destination determination unit is configured to respond to a touch operation on at least one of the monitoring position points and determine the search destination of the search virtual object.

[0137] In an alternative embodiment, the search destination determination unit responds to a touch operation on a first monitoring position point, sets the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object, and is configured to respond to a touch operation on a second monitoring position point and set the position corresponding to the second monitoring position point in the game scene as the search destination of the search virtual object.

[0138] In an alternative embodiment, the search destination determination unit responds to a touch operation on a first monitoring position point, sets the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object, Responsive to a touch operation on any position point of the game map interface, a normal route search point corresponding to the touch operation is determined, and the position corresponding to the normal route search point in the game scene is set as the search destination of the search virtual object.

[0139] In an alternative embodiment, the search destination determination unit Responds to a touch operation on the target monitoring position point, and is configured to set the position corresponding to the target monitoring position point in the game scene as the search destination of the search virtual object.

[0140] In an alternative embodiment, the player character search sub-module Is configured to control the search virtual object to move from the first target position to the relay point and then from the relay point to the search destination, and mark the second player character in the second monitoring area.

[0141] In an alternative embodiment, the player character search sub-module Is configured to control the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range, mark the second player character in the scan range, Or, is configured to control the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range at a predetermined moving speed, and mark the second player character in the scan range.

[0142] In an alternative embodiment, it further includes a first state switching module and a first player character processing module, The first state switching module is configured to switch the monitoring virtual object to a monitoring enhancement state in response to the search virtual object reaching the search destination and the search destination being a position corresponding to the monitoring position point, where the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object. The first player character processing module is configured to add at least one of a marked state and a locked state to a second player character existing in the first monitoring area within the duration of the monitoring enhancement state of the monitoring virtual object.

[0143] In an alternative embodiment, it further includes a virtual object enhancement module. The virtual object enhancement module is configured to expand the second monitoring area of the search virtual object when the search virtual object reaches the search destination and the search destination is a position corresponding to the monitoring position point, and to control it to be discarded after the search virtual object stays at the monitoring virtual object corresponding to the monitoring position point for a predetermined time.

[0144] In an alternative embodiment, it further includes a virtual object processing module. The virtual object processing module is configured to control the search virtual object to be discarded after staying at the search destination for a predetermined time when the search virtual object reaches the search destination and the search destination is a position corresponding to the normal route search point.

[0145] In an alternative embodiment, it further includes a second state enhancement module and a second player character processing module. The second state enhancement module is configured to switch the monitoring virtual object to a monitoring enhancement state when the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object during the process of the search virtual object searching in the game scene. The second player character processing module is configured to add at least one of a marked state and a locked state to a second player character present in the first monitoring area within the duration of the enhanced monitoring state of the monitoring virtual object.

[0146] In an alternative embodiment, it further includes a first movement marker display module and a second movement marker display module. The first movement marker display module is configured to obtain the position information of the search virtual object and, based on the position information, display a movement marker corresponding to the search virtual object on the game map interface displayed on the graphical user interface. The second movement marker display module is configured to transmit the position information to a second terminal device corresponding to the second player character, and the second terminal device is used to display a movement marker corresponding to the search virtual object on the game map interface displayed on the graphical user interface.

[0147] In an alternative embodiment, the game skill includes an attack game skill, the attack game skill corresponds to a proximity virtual object, and the device further includes a skill trigger module. The skill trigger module is configured to respond to a trigger command for the attack game skill, determine a second player character, and control the proximity virtual object to perform an attack operation on the second player character.

[0148] In an alternative embodiment, the skill trigger module includes a skill trigger sub-module and an attack operation execution module. The skill trigger sub-module is configured to trigger the attack game skill when a second player character exists within the target range of the first player character. The attack operation execution module is configured to control the proximity virtual object to execute an attack operation on the second player character.

[0149] In an alternative embodiment, the skill trigger sub-module is configured to trigger the attack game skill in response to detecting a second player character in the locked state and / or the marked state within the target range of the first player character.

[0150] In an alternative embodiment, the apparatus further includes a relative distance acquisition module, wherein the relative distance acquisition module is configured to acquire the relative distance between the first player character and a second player character in the game scene, and here, the skill trigger sub-module determines a second player character in the locked state in the game scene, and is configured to trigger the attack game skill when the relative distance between the first player character and the second player character in the locked state and / or the second player character in the marked state is less than or equal to a preset distance threshold.

[0151] In an alternative embodiment, the skill trigger sub-module is configured to trigger the attack game skill when the relative distance between the first player character and the second player character in the locked state and / or the second player character in the marked state is less than or equal to a preset distance threshold and there is no obstacle between the first player character and the second player character in the locked state.

[0152] For the embodiment of the apparatus, it is basically similar to the embodiment of the method, so the description is relatively simple, and the relevant points may refer to the description of the embodiment of the method. Also, as shown in FIG. 6, an embodiment of the present disclosure provides an electronic device including a processor 601, a communication interface 602, a memory 603, and a communication bus 604, where the processor 601, the communication interface 602, and the memory 603 communicate with each other via the communication bus 604, the memory 603 stores a computer program, when the processor 601 executes the program stored in the memory 603, the following steps are realized, responding to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene, and marking a second player character in the monitoring area, displaying mark information of the second player character marked on the graphical user interface.

[0153] In an alternative embodiment, the game skill includes a monitoring game skill, the monitoring game skill corresponds to a monitoring virtual object, and responding to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene, and marking a second player character in the monitoring area is responding to a trigger command for the monitoring game skill, generating a monitoring virtual object in the game scene, and displaying a first monitoring area corresponding to the monitoring virtual object; and controlling the monitoring virtual object to monitor the first monitoring area, and marking a second player character in the first monitoring area.

[0154] In an alternative embodiment, controlling the monitoring virtual object to monitor the first monitoring area and marking a second player character in the first monitoring area is Control the monitoring virtual object to monitor the first monitoring area. When there is a second player character in the target state in the first monitoring area, add at least one of the marked state and the locked state to the second player character in the target state. The locked state includes that the second player character can be identified and attacked. Here, displaying the mark information of the second player character marked on the graphical user interface means When detecting a second player character in the marked state, it includes displaying a character label corresponding to the second player character in the marked state in the game scene and / or displaying a position label corresponding to the second player character in the marked state on a preset game map.

[0155] In an alternative embodiment, the target state includes at least one of a running movement state, a crouched state, a camouflage error state, and a skill use state.

[0156] In an alternative embodiment, in response to a trigger command for the monitoring game skill, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object means In response to a trigger command for the monitoring game skill, obtaining the skill information of the monitoring game skill, Generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object.

[0157] In an alternative embodiment, the skill information includes a skill state. Generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object means When the skill state of the monitoring game skill is the ready state, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object are included.

[0158] In an optional embodiment, the skill information includes the number of monitoring virtual objects arranged, and generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object are When the number of arranged monitoring virtual objects has not reached the upper limit, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object are included.

[0159] In an optional embodiment, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object are obtaining the orientation and current position of the character of the first player character, and displaying a monitoring virtual object with the orientation of the character at the current position as the target orientation and a first monitoring area corresponding to the target orientation.

[0160] In an optional embodiment, the game skill further includes a search game skill, the search game skill corresponds to a search virtual object, responds to a trigger command for the game skill, determines a target virtual object corresponding to the trigger command, and controls the target virtual object to monitor a monitoring area set in the game scene, and marking a second player character in the monitoring area are responding to a trigger command for the search game skill, displaying a search virtual object in the game scene, and determining a second monitoring area corresponding to the search virtual object. Controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area.

[0161] In an alternative embodiment, controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area includes Controlling the search virtual object to search for the second player character in the game scene, adding at least one of a marked state and a locked state to the second player character existing in the second monitoring area, and the locked state is used for performing an attack lock on the second player character in the locked state. Here, displaying the mark information of the second player character marked on the graphical user interface includes When detecting a second player character in the marked state, displaying a character label corresponding to the second player character in the marked state in the game scene and / or displaying a position label corresponding to the second player character in the marked state on a preset game map.

[0162] In an alternative embodiment, in response to a trigger command for the search game skill, displaying a search virtual object in the game scene and determining a second monitoring area corresponding to the search virtual object includes In response to a trigger command for the search game skill, displaying a game map interface; In response to a touch operation on the game map interface, determining a search destination of the search virtual object; Obtaining the current position of the player character; Determine a first target position corresponding to the current position in the game scene, display a search virtual object at the first target position, and determine a second monitoring area corresponding to the search virtual object, including: Here, controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area is: Controlling the search virtual object to move from the first target position to the search destination and marking the second player character in the second monitoring area.

[0163] In an alternative embodiment, determining the search destination of the search virtual object in response to a touch operation on the game map interface is: In response to a touch operation on any position point of the game map interface, determine a normal path search point corresponding to the touch operation, and set the position corresponding to the normal path search point in the game scene as the search destination of the search virtual object.

[0164] In an alternative embodiment, the game map interface includes a monitoring position point related to the monitoring virtual object, and determining the destination of the search virtual object in response to a touch operation on the game map is: In response to a touch operation on at least one of the monitoring position points, determining the search destination of the search virtual object.

[0165] In an alternative embodiment, determining the search destination of the search virtual object in response to a touch operation on at least one of the monitoring position points is: In response to a touch operation on the first monitoring position point, setting the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object; responding to a touch operation on a second monitoring position point and setting, as a search destination of the search virtual object, a position corresponding to the second monitoring position point in the game scene

[0166] In an alternative embodiment, determining a search destination of the search virtual object in response to a touch operation on the at least one monitoring position point includes responding to a touch operation on a first monitoring position point and setting, as a relay point of the search virtual object, a position corresponding to the first monitoring position point in the game scene responding to a touch operation on any position point of the game map interface, determining a normal route search point corresponding to the touch operation, and setting, as a search destination of the search virtual object, a position corresponding to the normal route search point in the game scene

[0167] In an alternative embodiment, determining a search destination of the search virtual object in response to a touch operation on the at least one monitoring position point includes responding to a touch operation on a target monitoring position point and setting, as a search destination of the search virtual object, a position corresponding to the target monitoring position point in the game scene

[0168] In an alternative embodiment, controlling the search virtual object to move from the first target position to the search destination to mark a second player character in the second monitoring area includes controlling the search virtual object to move from the first target position to the relay point and then from the relay point to the search destination to mark a second player character in the second monitoring area

[0169] In an alternative embodiment, controlling the search virtual object to move from the first target position to the search destination to mark the second player character in the second monitoring area, controlling the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range to mark the second player character in the scan range, or, controlling the search virtual object to move from the first target position to the search destination with the second monitoring area as the scan range at a predetermined moving speed to mark the second player character in the scan range.

[0170] In an alternative embodiment, when the search virtual object reaches the search destination and the search destination is a position corresponding to the monitoring position point, in response to the first monitoring area of the monitoring virtual object overlapping the second monitoring area of the search virtual object, switching the monitoring virtual object to a monitoring enhanced state, and further including adding at least one of a marked state and a locked state to the second player character existing in the first monitoring area within the duration of the monitoring enhanced state of the monitoring virtual object.

[0171] In an alternative embodiment, when the search virtual object reaches the search destination and the search destination is a position corresponding to the monitoring position point, further including expanding the second monitoring area of the search virtual object and controlling it to be discarded after staying at the monitoring virtual object corresponding to the monitoring position point for a predetermined time.

[0172] In an alternative embodiment, When the search virtual object reaches the search destination and the search destination is a position corresponding to a normal route search point, it further includes controlling to discard the search virtual object after staying at the search destination for a predetermined time.

[0173] In an alternative embodiment, When, in the process of the search virtual object searching in the game scene, the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object, switching the monitoring virtual object to a monitoring enhanced state, and during the duration of the monitoring enhanced state of the monitoring virtual object, adding at least one of a marked state and a locked state to a second player character existing in the first monitoring area.

[0174] In an alternative embodiment, acquiring position information of the search virtual object, and based on the position information, displaying a movement mark corresponding to the search virtual object on a game map interface displayed on the graphical user interface, and transmitting the position information to a second terminal device corresponding to the second player character, where the second terminal device is used to display a movement mark corresponding to the search virtual object on a game map interface displayed on the graphical user interface.

[0175] In an alternative embodiment, the game skill includes an attack game skill, the attack game skill corresponds to a proximity virtual object, and the method further includes responding to a trigger command for the attack game skill, determining a second player character, and controlling the proximity virtual object to perform an attack operation on the second player character.

[0176] In an alternative embodiment, in response to a trigger command for the attack game skill, determining a second player character and controlling the proximity virtual object to perform an attack operation on the second player character, when a second player character exists within the target range of the first player character, triggering the attack game skill, and controlling the proximity virtual object to perform an attack operation on the second player character.

[0177] In an alternative embodiment, in response to detecting that a second player character exists within the target range of the first player character, triggering the attack game skill, includes triggering the attack game skill in response to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character.

[0178] In an alternative embodiment, in response to detecting that a second player character exists within the target range of the first player character, before triggering the attack game skill, the method further includes obtaining the relative distance between the first player character and the second player character in the game scene, wherein, in response to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character, triggering the attack game skill, includes determining the second player character in the locked state and / or the marked state in the game scene, When the relative distance between the first player character and the second player character in the locked state and / or the second player character in the marked state is equal to or less than a preset distance threshold, triggering the attack game skill is included.

[0179] In an alternative embodiment, when the relative distance between the first player character and the second player character is equal to or less than a preset distance threshold, triggering the attack game skill includes triggering the attack game skill when the relative distance between the first player character and the second player character in the locked state is equal to or less than a preset distance threshold and there is no obstacle between the first player character and the second player character in the locked state.

[0180] The content of the specific embodiment of the method for controlling a virtual object operating in this embodiment is similarly applicable to the content of the embodiment of the method for controlling a virtual object described above, and thus the description thereof is omitted here.

[0181] In an embodiment of the present disclosure, a graphical user interface is provided on an electronic terminal. The graphical user interface includes a game scene. There is a first player character located in the game scene and a second player character located in a game camp different from the first player character. Here, the first player character has some game skills, and each game skill corresponds to a virtual object. In the game, the player uses the game skill to place the corresponding target virtual object, monitors the monitoring area set through the target virtual object, marks the second player character in the monitoring area, and then the terminal displays the marking information of the marked second player character in the graphical user interface. Thereby, through the target virtual object, the second player character in the game scene can be effectively searched, monitored, and marked. By displaying the marking information on the game interface, the player can intuitively and quickly determine the orientation of the second player character, make reasonable game decisions, further reduce the time related to the game round, and reduce the overhead of the terminal.

[0182] The communication bus mentioned in the above terminal may be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. This communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of display, it is shown as a thick line in the figure, but it does not mean that only one bus or one type of bus is shown.

[0183] The communication interface is used for communication between the above terminal and other devices.

[0184] The memory can include a Random Access Memory (RAM), and can include a non-volatile memory, for example, at least one disk memory. Optionally, the memory may be at least one storage device located at a position remote from the processor.

[0185] The above-mentioned processor may be a general-purpose processor including a Central Processing Unit (CPU), a Network Processor (NP), etc., or may be a digital Signal Processing (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.

[0186] As shown in FIG. 7, in another embodiment of the present disclosure, a computer-readable storage medium 701 storing commands for causing a computer to execute the following steps when operating on the computer is also provided. In response to a trigger command for the game skill, determine a target virtual object corresponding to the trigger command, and control the target virtual object to monitor a monitoring area set in the game scene, and mark a second player character in the monitoring area. Display mark information of the second player character marked on the graphical user interface.

[0187] In an alternative embodiment, the game skill includes a surveillance game skill, the surveillance game skill corresponds to a surveillance virtual object, responds to a trigger command for the game skill, determines a target virtual object corresponding to the trigger command, and controls the target virtual object to monitor a surveillance area set in the game scene, and marking a second player character in the surveillance area is responding to a trigger command for the surveillance game skill, generating a surveillance virtual object in the game scene, and displaying a first surveillance area corresponding to the surveillance virtual object; controlling the surveillance virtual object to monitor the first surveillance area, and marking a second player character in the first surveillance area.

[0188] In an alternative embodiment, controlling the surveillance virtual object to monitor the first surveillance area and marking a second player character in the first surveillance area is controlling the surveillance virtual object to monitor the first surveillance area, and when there is a second player character in a target state in the first surveillance area, adding at least one of a marked state and a locked state to the second player character in the target state, where the locked state includes a state in which the second player character can be identified and attacked. Here, displaying the marking information of the second player character marked on the graphical user interface is when detecting a second player character in a marked state, displaying a character label corresponding to the second player character in the marked state in the game scene and / or displaying a position label corresponding to the second player character in the marked state on a preset game map.

[0189] In an alternative embodiment, the target state includes at least one of a running state, a crouching state, a camouflage error state, and a skill usage state.

[0190] In an alternative embodiment, in response to a trigger command for the monitoring game skill, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object includes: acquiring skill information of the monitoring game skill in response to the trigger command for the monitoring game skill; generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object.

[0191] In an alternative embodiment, the skill information includes a skill state, and generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object includes: when the skill state of the monitoring game skill is in a ready state, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object.

[0192] In an alternative embodiment, the skill information includes the number of monitoring virtual objects to be arranged, and generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object includes: when the number of monitoring virtual objects to be arranged has not reached the upper limit, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object.

[0193] In an alternative embodiment, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object includes: acquiring the orientation and current position of the character of the first player character; Displaying a monitoring virtual object with the orientation of the character at the current position as a target orientation and a first monitoring area corresponding to the target orientation.

[0194] In an alternative embodiment, the game skill further includes a search game skill, the search game skill corresponding to a search virtual object, responding to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene to mark a second player character in the monitoring area, Responding to a trigger command for the search game skill, displaying a search virtual object in the game scene, and determining a second monitoring area corresponding to the search virtual object; Controlling the search virtual object to search for the second player character in the game scene to mark the second player character in the second monitoring area.

[0195] In an alternative embodiment, controlling the search virtual object to search for the second player character in the game scene to mark the second player character in the second monitoring area Controlling the search virtual object to search for the second player character in the game scene, adding at least one of a marked state and a locked state to the second player character existing in the second monitoring area, and the locked state being used to perform an attack lock on the second player character in the locked state. Here, displaying the mark information of the second player character marked on the graphical user interface When a second player character in a marked state is detected, displaying a character label corresponding to the second player character in the marked state in the game scene and / or displaying a position label corresponding to the second player character in the marked state on a preset game map.

[0196] In an alternative embodiment, in response to a trigger command for the search game skill, displaying a search virtual object in the game scene and determining a second monitoring area corresponding to the search virtual object includes displaying a game map interface in response to a trigger command for the search game skill, determining a search destination of the search virtual object in response to a touch operation on the game map interface, obtaining the current position of the player character, determining a first target position corresponding to the current position in the game scene, displaying a search virtual object at the first target position, and determining a second monitoring area corresponding to the search virtual object, Here, controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area includes controlling the search virtual object to move from the first target position to the search destination and marking the second player character in the second monitoring area.

[0197] In an alternative embodiment, in response to a touch operation on the game map interface, determining the search destination of the search virtual object includes responding to a touch operation on any position point of the game map interface, determining a normal route search point corresponding to the touch operation, and setting the position corresponding to the normal route search point in the game scene as the search destination of the search virtual object.

[0198] In an alternative embodiment, the game map interface includes a monitoring position point related to the monitoring virtual object, and determining the destination of the search virtual object in response to a touch operation on the game map includes responding to a touch operation on at least one of the monitoring position points and determining the search destination of the search virtual object.

[0199] In an alternative embodiment, responding to a touch operation on at least one of the monitoring position points and determining the search destination of the search virtual object includes responding to a touch operation on a first monitoring position point and setting the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object, and responding to a touch operation on a second monitoring position point and setting the position corresponding to the second monitoring position point in the game scene as the search destination of the search virtual object.

[0200] In an alternative embodiment, responding to a touch operation on at least one of the monitoring position points and determining the search destination of the search virtual object includes responding to a touch operation on a first monitoring position point and setting the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object, and responding to a touch operation on any position point of the game map interface, determining a normal route search point corresponding to the touch operation, and setting the position corresponding to the normal route search point in the game scene as the search destination of the search virtual object.

[0201] In an alternative embodiment, determining a search destination of the search virtual object in response to a touch operation on at least one of the monitoring position points includes: responding to a touch operation on a target monitoring position point, and setting a position corresponding to the target monitoring position point in the game scene as the search destination of the search virtual object.

[0202] In an alternative embodiment, controlling the search virtual object to move from the first target position to the search destination to mark a second player character in the second monitoring area includes: controlling the search virtual object to move from the first target position to the relay point and then from the relay point to the search destination to mark a second player character in the second monitoring area.

[0203] In an alternative embodiment, controlling the search virtual object to move from the first target position to the search destination to mark a second player character in the second monitoring area includes: controlling the search virtual object to move from the first target position to the search destination with the second monitoring area as a scan range to mark a second player character in the scan range; or, controlling the search virtual object to move from the first target position to the search destination with the second monitoring area as a scan range at a predetermined moving speed to mark a second player character in the scan range.

[0204] In an alternative embodiment, When the search virtual object reaches the search destination and the search destination is a position corresponding to the monitoring position point, in response to the first monitoring area of the monitoring virtual object overlapping with the second monitoring area of the search virtual object, switching the monitoring virtual object to a monitoring enhancement state, further including adding at least one of a marked state and a locked state to a second player character existing in the first monitoring area within the duration of the monitoring enhancement state of the monitoring virtual object.

[0205] In an alternative embodiment, when the search virtual object reaches the search destination and the search destination is a position corresponding to the monitoring position point, expanding the second monitoring area of the search virtual object and further including controlling the search virtual object to be discarded after staying at the monitoring virtual object corresponding to the monitoring position point for a predetermined time.

[0206] In an alternative embodiment, when the search virtual object reaches the search destination and the search destination is a position corresponding to the normal route search point, further including controlling the search virtual object to be discarded after staying at the search destination for a predetermined time.

[0207] In an alternative embodiment, during the process of the search virtual object searching in the game scene, when the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object, switching the monitoring virtual object to a monitoring enhancement state, further including adding at least one of a marked state and a locked state to a second player character existing in the first monitoring area within the duration of the monitoring enhancement state of the monitoring virtual object.

[0208] In an alternative embodiment, Obtain the position information of the search virtual object, and based on the position information, display a movement mark corresponding to the search virtual object on the game map interface displayed on the graphical user interface. Further include transmitting the position information to a second terminal device corresponding to the second player character, and the second terminal device is used to display a movement mark corresponding to the search virtual object on the game map interface displayed on the graphical user interface.

[0209] In an alternative embodiment, the game skill includes an attack game skill, the attack game skill corresponds to a proximity virtual object, and the method further includes Responding to a trigger command for the attack game skill, determining a second player character, and controlling the proximity virtual object to perform an attack operation on the second player character.

[0210] In an alternative embodiment, responding to a trigger command for the attack game skill, determining a second player character, and controlling the proximity virtual object to perform an attack operation on the second player character includes Triggering the attack game skill when a second player character exists within the target range of the first player character, and Controlling the proximity virtual object to perform an attack operation on the second player character.

[0211] In an alternative embodiment, responding to detecting that a second player character exists within the target range of the first player character, triggering the attack game skill includes In response to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character, triggering the attack game skill is included.

[0212] In an alternative embodiment, in response to detecting that a second player character exists within the target range of the first player character, before triggering the attack game skill, the method further includes obtaining the relative distance between the first player character and a second player character in the game scene, Here, in response to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character, triggering the attack game skill includes determining the second player character in the locked state and / or the marked state in the game scene, and when the relative distance between the first player character and the second player character in the locked state and / or the second player character in the marked state is less than or equal to a preset distance threshold, triggering the attack game skill.

[0213] In an alternative embodiment, when the relative distance between the first player character and the second player character is less than or equal to a preset distance threshold, triggering the attack game skill includes when the relative distance between the first player character and the second player character in the locked state is less than or equal to a preset distance threshold and there is no obstacle between the first player character and the second player character in the locked state, triggering the attack game skill.

[0214] The content of the specific embodiment of the method for controlling a virtual object operating in this embodiment is similarly applicable to the content of the embodiment of the method for controlling a virtual object described above, so the description is omitted here.

[0215] In an embodiment of the present disclosure, a graphical user interface is provided on an electronic terminal. The graphical user interface includes a game scene. There is a first player character located in the game scene and a second player character located in a game camp different from the first player character. Here, the first player character has some game skills, and each game skill corresponds to a virtual object. In the game, the player uses the game skill to place the corresponding target virtual object, monitors the monitoring area set through the target virtual object, marks the second player character in the monitoring area, and then the terminal displays the marking information of the marked second player character in the graphical user interface. Thereby, through the target virtual object, the second player character in the game scene can be effectively searched, monitored, and marked. By displaying the marking information on the game interface, the player can intuitively and quickly determine the orientation of the second player character, make reasonable game decisions, further reduce the time related to the game round, and reduce the overhead of the terminal.

[0216] In another embodiment of the present disclosure, when operating on a computer, a computer program product including a command for causing the computer to execute the method for controlling a virtual object described in the above embodiment is also provided.

[0217] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer commands. When the computer program commands are loaded and executed on a computer, all or part of the flow or functions described according to the embodiments of the present disclosure are generated. The computer may be a general-purpose computer, a dedicated computer, a computer network, or other programmable devices. The computer commands may be stored in a computer-readable storage medium, or may be transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer commands may be transmitted from a certain website, computer, server, or data center to another website, computer, server, or data center by wire (such as coaxial cable, optical fiber, digital subscriber line (DSL)), or wirelessly (such as infrared, wireless, microwave, etc.). The computer-readable storage medium may be any available medium accessible by a computer, or may include a data storage device such as a server or data center integrated with one or more available media. The available medium can be a magnetic medium (such as a floppy disk, hard disk, magnetic tape), an optical medium (such as a DVD), or a semiconductor medium (such as a solid state disk (SSD)).

[0218] Note that in this specification, relational terms such as first and second are used only to distinguish one entity or operation from another entity or operation without necessarily requiring or implying that such an actual relationship or order exists between these entities or operations. Further, the terms "comprising," "comprised of," or any other variation thereof are intended to encompass non-exclusive inclusion such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or may include elements specific to such a process, method, article, or apparatus. Absent further limitation, an element defined by the phrase "comprising one" does not exclude the presence of another, same element in the process, method, article, or device that comprises the element.

[0219] Each embodiment in this specification is described in a related manner, and the same or similar parts between each embodiment may be referred to each other, and each embodiment focuses on explaining the differences from other embodiments. In particular, for the system embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant points may be referred to some descriptions of the method embodiment.

[0220] The above are only preferred embodiments of the present disclosure and are not intended to limit the protection scope of the present disclosure. All modifications, equivalent substitutions, improvements, etc. made within the spirit and principle scope of the present disclosure are included within the protection scope of the present disclosure.

Claims

1. Provide a graphical user interface on a first electronic terminal, where the content displayed on the graphical user interface includes at least a part of a game scene and a first player character located in the game scene. The game scene also includes a second player character in a game camp different from that of the first player character. The first player character has some game skills, and each of the game skills is a control method for a virtual object corresponding to a virtual object, In response to a trigger command for the game skill, determine a target virtual object corresponding to the trigger command, and control the target virtual object to monitor a monitoring area set in the game scene, so as to mark the second player character in the monitoring area, And display the mark information of the second player character marked on the graphical user interface, The game skill includes a monitoring game skill, the monitoring game skill corresponds to a monitoring virtual object, and in response to a trigger command for the game skill, determine a target virtual object corresponding to the trigger command, and control the target virtual object to monitor a monitoring area set in the game scene, so as to mark the second player character in the monitoring area, which Includes, in response to a trigger command for the monitoring game skill, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object, The game skill further includes a search game skill, and the search game skill corresponds to a search virtual object, When, during the process of the search virtual object searching in the game scene, the first monitoring area of the monitoring virtual object overlaps with the second monitoring area of the search virtual object, switch the monitoring virtual object to a monitoring enhanced state, And further include adding at least one of a marked state and a locked state to the second player character existing in the first monitoring area during the duration of the monitoring enhanced state of the monitoring virtual object A method for controlling a virtual object, characterized in that...

2. In response to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene, and marking a second player character in the monitoring area further includes controlling the monitoring virtual object to monitor the first monitoring area and marking a second player character in the first monitoring area. The method for controlling a virtual object according to claim 1, characterized in that...

3. Controlling the monitoring virtual object to monitor the first monitoring area and marking a second player character in the first monitoring area means controlling the monitoring virtual object to monitor the first monitoring area, and when there is a second player character in a target state in the first monitoring area, adding at least one of a marked state and a locked state to the second player character in the target state, and the locked state includes a state in which the second player character can be identified and attacked. Displaying the marking information of the second player character marked on the graphical user interface means when detecting a second player character in a marked state, displaying a character label corresponding to the second player character in the marked state in the game scene and / or displaying a position label corresponding to the second player character in the marked state on a preset game map. The method for controlling a virtual object according to claim 2, characterized in that...

4. The target state includes at least one of a running movement state, a crouching state, a camouflage error state, and a skill use state. The method for controlling a virtual object according to claim 3, characterized in that...

5. In response to a trigger command for the monitoring game skill, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object means Responding to a trigger command for the monitoring game skill and obtaining skill information of the monitoring game skill; Generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object; The method for controlling a virtual object according to claim 2, characterized in that.

6. The skill information includes a skill state. Generating a monitoring virtual object in the game scene based on the skill information and displaying a first monitoring area corresponding to the monitoring virtual object means: When the skill state of the monitoring game skill is in a ready state, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object. The method for controlling a virtual object according to claim 5, characterized in that.

7. The skill information includes the number of arrangements of the monitoring virtual objects. Generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object means: When the number of arrangements of the monitoring virtual objects has not reached the upper limit, generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object. The method for controlling a virtual object according to claim 6, characterized in that.

8. Generating a monitoring virtual object in the game scene and displaying a first monitoring area corresponding to the monitoring virtual object means: Obtaining the orientation and current position of the first player character; Displaying a monitoring virtual object with the orientation of the character as the target orientation at the current position and a first monitoring area corresponding to the target orientation. The method for controlling a virtual object according to claim 6 or 7, characterized in that.

9. Responding to a trigger command for the game skill, determining a target virtual object corresponding to the trigger command, and controlling the target virtual object to monitor a monitoring area set in the game scene, and marking a second player character in the monitoring area means: Responding to a trigger command for the search game skill, displaying a search virtual object in the game scene, and determining a second monitoring area corresponding to the search virtual object; Controlling the search virtual object to search for the second player character in the game scene, and marking the second player character in the second monitoring area. The method for controlling a virtual object according to claim 2, characterized in that.

10. Controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area means that Controlling the search virtual object to search for the second player character in the game scene, adding at least one of a marked state and a locked state to the second player character existing in the second monitoring area, and the locked state includes being used to perform an attack lock on the second player character in the locked state. Displaying the mark information of the second player character marked on the graphical user interface means that When detecting a second player character in the marked state, displaying a character label corresponding to the second player character in the marked state in the game scene and / or displaying a position label corresponding to the second player character in the marked state on a preset game map. The method for controlling a virtual object according to claim 9, characterized in that.

11. Responding to a trigger command for the search game skill, displaying a search virtual object in the game scene, and determining a second monitoring area corresponding to the search virtual object means that Responding to a trigger command for the search game skill, displaying a game map interface; Determining a search destination of the search virtual object in response to a touch operation on the game map interface; Obtaining the current position of the player character; Determine a first target position corresponding to the current position in the game scene, display a search virtual object at the first target position, and determine a second monitoring area corresponding to the search virtual object, Controlling the search virtual object to search for the second player character in the game scene and marking the second player character in the second monitoring area, Controlling the search virtual object to move from the first target position to the search destination and marking the second player character in the second monitoring area, The method for controlling a virtual object according to claim 9, characterized in that.

12. Responding to a touch operation on the game map interface to determine a search destination for the search virtual object, Responding to a touch operation on any position point of the game map interface, determining a normal route search point corresponding to the touch operation, and setting the position corresponding to the normal route search point in the game scene as the search destination of the search virtual object, The method for controlling a virtual object according to claim 11, characterized in that.

13. The game map interface includes a monitoring position point related to the monitoring virtual object, and responding to a touch operation on the game map to determine a search destination for the search virtual object, Responding to a touch operation on at least one of the monitoring position points to determine a search destination for the search virtual object, The method for controlling a virtual object according to claim 11, characterized in that.

14. Responding to a touch operation on at least one of the monitoring position points to determine a search destination for the search virtual object, Responding to a touch operation on the first monitoring position point and setting the position corresponding to the first monitoring position point in the game scene as the relay point of the search virtual object, Responding to a touch operation on the second monitoring position point and setting the position corresponding to the second monitoring position point in the game scene as the search destination of the search virtual object, The method for controlling a virtual object according to claim 13, characterized in that.

15. responding to a touch operation on at least one of the monitoring position points to determine a search destination of the search virtual object, responding to a touch operation on a first monitoring position point and using the position corresponding to the first monitoring position point in the game scene as a relay point of the search virtual object, responding to a touch operation on any position point of the game map interface to determine a normal route search point corresponding to the touch operation, and using the position corresponding to the normal route search point in the game scene as a search destination of the search virtual object, The method for controlling a virtual object according to claim 13, characterized in that.

16. responding to a touch operation on at least one of the monitoring position points to determine a search destination of the search virtual object, including responding to a touch operation on a target monitoring position point and using the position corresponding to the target monitoring position point in the game scene as a search destination of the search virtual object, The method for controlling a virtual object according to claim 13, characterized in that.

17. Controlling the search virtual object to move from the first target position to the search destination to mark a second player character in the second monitoring area, including controlling the search virtual object to move from the first target position to the relay point and then from the relay point to the search destination to mark a second player character in the second monitoring area, The method for controlling a virtual object according to claim 14 or 15, characterized in that.

18. Controlling the search virtual object to move from the first target position to the search destination to mark a second player character in the second monitoring area, controlling the search virtual object to move from the first target position to the search destination with the second monitoring area as a scan range to mark a second player character in the scan range, or, Controlling the search virtual object to move from the first target position to the search destination with a predetermined moving speed, using the second monitoring area as the scanning range, and marking the second player character in the scanning range. The method for controlling a virtual object according to claim 11, characterized by the above.

19. When the search virtual object reaches the search destination and the search destination is a position corresponding to a monitoring position point, in response to the first monitoring area of the monitoring virtual object overlapping with the second monitoring area of the search virtual object, switching the monitoring virtual object to a monitoring enhanced state. During the duration of the monitoring enhanced state of the monitoring virtual object, further including adding at least one of a marked state and a locked state to the second player character existing in the first monitoring area. The method for controlling a virtual object according to claim 11, characterized by the above.

20. When the search virtual object reaches the search destination and the search destination is a position corresponding to a monitoring position point, further including expanding the second monitoring area of the search virtual object and controlling the search virtual object to be discarded after staying at the monitoring virtual object corresponding to the monitoring position point for a predetermined time. The method for controlling a virtual object according to claim 19, characterized by the above.

21. When the search virtual object reaches the search destination and the search destination is a position corresponding to a normal route search point, further including controlling the search virtual object to be discarded after staying at the search destination for a predetermined time. The method for controlling a virtual object according to claim 12, characterized by the above.

22. Obtaining the position information of the search virtual object, and based on the position information, displaying a movement mark corresponding to the search virtual object on the game map interface displayed on the graphical user interface. Transmitting the position information to the second terminal device corresponding to the second player character, and the second terminal device is used to display a movement mark corresponding to the search virtual object on the game map interface displayed on the graphical user interface. The method for controlling a virtual object according to any one of claims 9 to 11, characterized in that...

23. The game skill includes an attack game skill, the attack game skill corresponds to a proximity virtual object, and the method for controlling the virtual object further includes... responding to a trigger command for the attack game skill, determining a second player character, and controlling the proximity virtual object to perform an attack operation on the second player character. The method for controlling a virtual object according to claim 3 or 10, characterized in that...

24. Responding to a trigger command for the attack game skill, determining a second player character, and controlling the proximity virtual object to perform an attack operation on the second player character includes... when a second player character exists within the target range of the first player character, triggering the attack game skill, and... controlling the proximity virtual object to perform an attack operation on the second player character. The method for controlling a virtual object according to claim 23, characterized in that...

25. Responding to detecting that a second player character exists within the target range of the first player character, triggering the attack game skill includes... responding to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character, and triggering the attack game skill. The method for controlling a virtual object according to claim 24, characterized in that...

26. Responding to detecting that a second player character exists within the target range of the first player character, before triggering the attack game skill, the method for controlling the virtual object further includes... obtaining the relative distance between the first player character and the second player character in the game scene. In response to detecting that a second player character in the locked state and / or a second player character in the marked state exists within the target range of the first player character, triggering the attack game skill is determining a second player character in the locked state and / or the marked state in the game scene, and when the relative distance between the first player character and the second player character in the locked state and / or the relative distance between the first player character and the second player character in the marked state is equal to or less than a preset distance threshold, triggering the attack game skill. A method for controlling a virtual object according to claim 25, characterized in that.

27. When the relative distance between the first player character and the second player character is equal to or less than a preset distance threshold, triggering the attack game skill is when the relative distance between the first player character and the second player character in the locked state is equal to or less than a preset distance threshold and there is no obstacle between the first player character and the second player character in the locked state, triggering the attack game skill. A method for controlling a virtual object according to claim 26, characterized in that.

28. An electronic device comprising a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other via the communication bus, a computer program is stored in the memory, and the processor executes the program stored in the memory to implement the method according to any one of claims 1 to 7. An electronic device, characterized in that.

29. Storing commands for causing a processor to execute the method according to any one of claims 1 to 7 when executed by one or more processors One or more computer-readable media, characterized in that.

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