Virtual character control method, apparatus, device, and program
The virtual character control method and apparatus provide customizable and flexible positioning of virtual characters in auto chess games, addressing the limitations of fixed layouts by allowing user-defined adjustments.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-10-17
- Publication Date
- 2026-06-23
AI Technical Summary
Existing virtual character positioning systems in auto chess games lack flexibility due to fixed switchable layout types, limiting the adjustability of virtual character positions.
A virtual character control method and apparatus that allows users to customize the standing positions of virtual characters through a standing position control controller, enabling flexible adjustments using user-defined operations such as sliding, range selection, and point selection, and symmetrical mirroring.
Enables simultaneous and flexible adjustment of multiple virtual character positions, enhancing user autonomy and positional flexibility in virtual scenes.
Smart Images

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Abstract
Description
Technical Field
[0001] This application claims priority based on a Chinese patent application filed on November 18, 2021, with an application number of 202111372101.8 and an invention title of "Virtual Character Control Method, Device, Equipment, Storage Medium and Product", and incorporates all its contents into this application by reference.
[0002] The embodiments of this application relate to the technical field of virtual scenes, and in particular, to virtual character control methods, devices, equipment, storage media and program products.
Background Art
[0003] In an application with an auto chess-based virtual scene, in order to improve the flexibility of virtual chess games, the standing positions of virtual characters in the virtual scene are usually adjustable.
[0004] In related technologies, in order to achieve high-speed changes in the standing positions of multiple virtual characters, layout switching buttons are usually set, and users can use the layout switching buttons to achieve "one-click shift" for virtual characters in the virtual scene.
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the method of achieving "one-click shift" by setting the above layout switching buttons, the switchable layout types are fixed. Therefore, the flexibility of adjusting the standing positions of virtual characters in the virtual scene is poor.
Means for Solving the Problems
[0006] The embodiments of this application provide a virtual character control method, apparatus, device, storage medium, and program product that can improve the flexibility of adjusting the position of virtual characters in virtual scenes. The invention is as follows:
[0007] In one embodiment, a virtual character control method is provided, and the method is A step of displaying a scene screen of a virtual scene, wherein the virtual scene includes at least one virtual character, The steps include: displaying the standing position control controller overlaid on the upper layer of the aforementioned scene screen; The method includes the step of adjusting the standing position of a target virtual character based on a target adjustment method in response to receiving a trigger operation on the standing position control controller, wherein at least one of the target adjustment method and the target virtual character is determined based on a user customization operation, and the target virtual character belongs to the at least one virtual character.
[0008] In another embodiment, a virtual character control device is provided, and the device, A screen display module for displaying a scene screen of a virtual scene, wherein the virtual scene includes a screen display module containing at least one virtual character, A control controller display module for overlaying the standing position control controller on top of the aforementioned scene screen, A standing position adjustment module for adjusting the standing position of a target virtual character based on a target adjustment method in response to receiving a trigger operation on the standing position control controller, wherein at least one of the target adjustment method and the target virtual character is determined based on a user customization operation, and the target virtual character includes a standing position adjustment module belonging to the at least one virtual character.
[0009] In a possible embodiment, the standing position control controller includes at least two subcontrollers, The position adjustment module adjusts the position of the target virtual character based on an adjustment method corresponding to the target subcontroller in response to receiving a trigger operation on the target subcontroller, and the target subcontroller is one of the at least two subcontrollers.
[0010] In a possible embodiment, the standing position adjustment module is A state adjustment submodule for adjusting the selection state of at least one virtual character to a selectable state in response to receiving a trigger operation on the first subcontroller among at least two subcontrollers, A character acquisition submodule for acquiring the virtual character selected by the character selection operation as the target virtual prop character in response to the acceptance of a character selection operation, The system includes a standing position switching submodule for switching the standing position of the target virtual character from a first standing position to a second standing position in response to the completion of the character selection operation, such that the standing position of the target virtual character before and after the standing position switching becomes symmetrical along the target axis.
[0011] In possible embodiments, the character selection operation includes at least one of a continuous sliding operation on the scene screen, a range selection operation on the scene screen, or a point selection operation on a virtual character.
[0012] In a possible embodiment, in response to the character selection operation being a continuous sliding operation on the scene screen, the virtual character selected by the continuous sliding operation from among the at least one virtual character is set as the target virtual character. In response to the character selection operation being a range selection operation on the scene screen, the virtual character among the at least one virtual character that is within the range determined by the range selection operation is designated as the target virtual character. In response to the character selection operation being a point selection operation for a virtual character, the virtual character selected by the point selection operation from among the at least one virtual character is designated as the target virtual character.
[0013] In a possible embodiment, in response to the character selection operation being a continuous sliding operation on the scene screen, the standing position switching submodule switches the standing position of the target virtual character from a first standing position to a second standing position in response to the interruption of the continuous sliding operation on the scene screen.
[0014] In a possible embodiment, the apparatus further, A decision controller display module for displaying the decision controller in response to receiving a trigger operation on the aforementioned sub-controller 1. Includes, In response to receiving a trigger operation from the decision controller, the position switching submodule switches the position of the target virtual character from the first position to the second position.
[0015] In possible embodiments, the target axis includes the central axis of the scene screen, the central axis of the target virtual character, or any axis determined based on the user's drawing operation.
[0016] In a possible embodiment, the standing position adjustment module is An area display submodule for displaying a layout display area in which at least one standing position layout is displayed in response to receiving a trigger operation on a second subcontroller among at least two subcontrollers, wherein the standing position layout is the standing position layout determined based on the user's layout placement, A position adjustment submodule for adjusting the standing position of a target virtual character based on the target standing position arrangement in response to receiving a selection operation for the target standing position arrangement, wherein the target standing position arrangement is one of at least one of the standing position arrangements, Includes.
[0017] In a possible embodiment, the standing position adjustment submodule is Includes an attack range acquisition unit for obtaining the attack range of the target virtual character, The position adjustment unit adjusts the position of the target virtual character based on the attack range of the target virtual character and the target position distribution.
[0018] In a possible embodiment, in response to the number of standing positions corresponding to the target standing position layout being greater than the number of target virtual characters, the standing position adjustment sub-module adjusts the standing positions of the target virtual characters to the standing positions in the target standing position layout according to the order of the target standing positions.
[0019] In a possible embodiment, the apparatus further includes a planning interface display module for displaying a layout planning interface, a layout generation module for generating the standing position layout based on the standing positions determined in the layout planning interface, and a layout addition module for adding the standing position layout to the layout display area. and includes.
[0020] In a possible embodiment, the layout display area includes a layout addition controller, and the planning interface display module displays the layout planning interface in response to receiving a trigger operation on the layout addition controller.
[0021] In a possible embodiment, the control controller display module overlays and displays the standing position control controller on the upper layer of the scene screen in response to receiving an activation operation, where the activation operation includes at least one of a target operation performed on the target area in the scene screen and a trigger operation on the active controller.
[0022] In a possible embodiment, the target operation includes a long-press operation on the target area.
[0023] In a possible embodiment, the standing position adjustment module, in response to receiving a trigger operation on a third subcontroller among the at least two subcontrollers, switches the standing position of the at least one virtual character from a first standing position to a second standing position such that the standing position of the at least one virtual character before and after the standing position switch is symmetrical along the target axis.
[0024] In another embodiment, a computer device is provided, the computer device including a processor and memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to implement the virtual character control method described above.
[0025] In another embodiment, a computer-readable storage medium is provided, the computer-readable storage medium storing at least one computer program, the computer program being loaded and executed by the processor to implement the virtual character control method described above.
[0026] In another embodiment, a computer program product or computer program is provided, the computer program product comprising at least one computer program, the computer program being loaded and executed by the processor to implement a virtual character control method provided by the various selectable embodiments described above.
[0027] The technical proposal provided in this application can have the following beneficial effects. By providing a standing position control controller, the computer device can uniformly adjust the standing positions of custom-selected virtual characters when it receives a trigger operation from the standing position control controller, or uniformly adjust the standing positions of target objects using a customized adjustment method, or uniformly adjust the standing positions of custom-selected virtual characters using a customized adjustment method. This enables the simultaneous adjustment of the standing positions of multiple virtual characters using the standing position control controller when adjusting the standing positions of virtual characters in a virtual scene, while simultaneously ensuring flexibility in adjusting the standing positions of virtual characters in a virtual scene. [Brief explanation of the drawing]
[0028] [Figure 1] This is a schematic diagram of a game board screen according to an exemplary embodiment of this application. [Figure 2] This is a computer system block diagram according to an exemplary embodiment of the present application. [Figure 3] This is a schematic diagram of the state synchronization technology shown in the exemplary embodiment of this application. [Figure 4] This is a schematic diagram of the frame synchronization technology shown in the exemplary embodiment of this application. [Figure 5] This is a flowchart of a virtual character control method shown in an exemplary embodiment of this application. [Figure 6] This is a schematic diagram of a scene screen shown in an exemplary embodiment of this application. [Figure 7] This is a flowchart of a virtual character control method shown in an exemplary embodiment of this application. [Figure 8] This is a schematic diagram of a scene screen shown in an exemplary embodiment of this application. [Figure 9] This is a schematic diagram of the scene screen before and after mirroring of the virtual character shown in the exemplary embodiment of this application. [Figure 10]This is a schematic diagram showing how a target virtual character is determined by a continuous sliding operation as shown in the exemplary embodiment of this application. [Figure 11] This is a schematic diagram showing how to determine a target virtual character by a range selection operation as shown in an exemplary embodiment of this application. [Figure 12] This is a schematic diagram of a scene screen shown in an exemplary embodiment of this application. [Figure 13] This is a schematic diagram of the scene screen before and after virtual character mirroring, as shown in an exemplary embodiment of this application. [Figure 14] This is a schematic diagram of an additional standing position layout shown in an exemplary embodiment of this application. [Figure 15] This is a schematic diagram of a layout display area shown in an exemplary embodiment of this application. [Figure 16] This is a flowchart of a virtual character control method shown in an exemplary embodiment of this application. [Figure 17] This is a block diagram of a virtual character control device shown in an exemplary embodiment of this application. [Figure 18] This is a block diagram of the configuration of a computer device shown in an exemplary embodiment of this application. [Figure 19] This is a block diagram of the configuration of a computer device shown in an exemplary embodiment of this application. [Modes for carrying out the invention]
[0029] This application provides a virtual character control method that can improve the efficiency of adjusting the position of a virtual character. For ease of understanding, some terms relating to this application are defined below.
[0030] 1) Virtual Scene: A virtual scene that is displayed (or provided) when the application is run on a device. The virtual scene may be a simulated environment scene of the real world, a semi-simulated, semi-fictional 3D environment scene, or a purely fictional 3D environment scene. The virtual scene may be any one of a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the following embodiments will describe the case where the virtual scene is a 3D virtual scene as an example, but will not be limited thereto.
[0031] 2) Auto Chess: This is a board game in which the "pieces" are laid out on the board before the game begins, and the "pieces" automatically play according to the predetermined layout during the game. The "pieces" are usually represented by virtual characters, and during the game, the virtual characters automatically activate various skills for the game. The game is usually played in turns, and if all of one side's "pieces" are killed in battle (i.e., the virtual character's life value drops to zero), that side loses the game. In some implementations, both sides of the game have virtual characters representing the players, in addition to the "piece-shaped virtual characters" that play the game. These virtual characters cannot move to the game area or war preparation area as "pieces," and they also have a life value (or blood). The life value of the virtual character decreases (game loss) or remains unchanged (game win) depending on the result of each game, and when the life value of the virtual character drops to zero, the user corresponding to that virtual character ends the game, and the remaining users continue the game.
[0032] Board: In the auto chess game interface, this refers to the area for preparing for and conducting a game. This board may be a 2D virtual board, a 2.5D virtual board, or a 3D virtual board, and this application is not limited thereto.
[0033] The board is divided into a battle area and a war preparation area. The battle area includes several battle grids of the same size, which are used to place battle pieces during a battle, and the war preparation area includes several war preparation grids, which are used to place war preparation pieces, which can be dragged and placed in the battle area during the preparation phase without participating in a battle during the battle. Embodiments of this application illustrate, as an example, that battle piece characters include piece characters located in the battle area and piece characters located in the war preparation area.
[0034] Regarding the grid arrangement method in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) battle grids, where n is generally an integer multiple of 2, and adjacent rows of grids are aligned or adjacent rows of grids intersect. The battle area is also evenly divided into two parts per row, which are the friendly battle area and the enemy battle area, respectively, and the users participating in the battle are located on the upper and lower sides of the battle interface, respectively, and in the preparation stage, users can only place pieces in the friendly battle area. In some other embodiments, the battle area is evenly divided into two parts per column, which are the friendly battle area and the enemy battle area, respectively, and the users participating in the battle are located on the left and right sides of the battle interface, respectively. The shape of the grid may be a square, rectangle, circle, or hexagon, and the embodiments of this application do not limit the shape of the grid.
[0035] In some embodiments, the battle grid is always displayed on the board, while in other embodiments, the battle grid is displayed when the user places their pieces, and the display of the battle grid is removed after the pieces have been placed on the grid.
[0036] In general terms, Figure 1 is a schematic diagram of a board game screen according to an exemplary embodiment of the present application, and as shown in Figure 1, the board 11 in the game interface includes a game area 111 and a war preparation area 112, the game area 111 includes 3 x 7 game grids, the grid shape is hexagonal and two adjacent rows of grids intersect, and the war preparation area 112 includes 9 war preparation grids.
[0037] 3) Virtual characters in auto chess games: These are pieces placed on the board in an auto chess game, and include opposing piece characters and candidate piece characters in the candidate piece character list (i.e., candidate piece characters in the virtual shop). Opposing piece characters include piece characters located in the battle area and piece characters located in the war preparation area. Virtual characters may be virtual pieces, virtual people, virtual animals, anime characters, etc., and virtual characters can be displayed using 3D models. Candidate piece characters can trigger gain battle effects after being combined with the user's existing opposing piece characters, and can also participate in board battles as piece characters on their own.
[0038] The position of the battle pieces on the board can be changed at the user's discretion. During the preparation phase, the user can adjust the position of the battle pieces in the battle area, adjust the position of the battle pieces in the war preparation area, move battle pieces from the battle area to the war preparation area (if there are empty war preparation grids in the war preparation area), and move battle pieces from the war preparation area to the battle area. During the battle phase, the position of battle pieces in the war preparation area can also be adjusted.
[0039] Optionally, during the battle phase, the position of the character pieces in the battle area differs from that during the preparation phase. For example, during the battle phase, a character piece can automatically move from the friendly battle area to the enemy battle area to attack an enemy character piece, or a character piece can automatically move from position A in the friendly battle area to position B in the friendly battle area.
[0040] Furthermore, during the preparation phase, player pieces can only be placed in the player's own battle area, and player pieces placed by the enemy are not visible on the board.
[0041] Regarding the acquisition of battle piece characters, in some implementations, during a match, users can purchase piece characters using virtual currency during the preparation phase.
[0042] In some embodiments, a virtual character is used to represent a user participating in a match. This virtual character may be a virtual person, a virtual animal, an anime character, etc. In the following embodiments, this virtual character is named the player virtual character or the user virtual character.
[0043] In general terms, as shown in Figure 1, the battle area 111 displays the first battle piece character 111a, the second battle piece character 111b, and the third battle piece character 111c, while the war preparation area 112 contains the first war preparation piece character 112a, the second war preparation piece character 112b, and the third war preparation piece character 112c. A player virtual character 113 is displayed next to the battle area and the war preparation area.
[0044] Attributes: Each piece character in an auto chess game has its own attributes, which include at least two of the following: the faction to which the piece character belongs (e.g., League A, League B, Neutral, etc.), the piece character's occupation (e.g., Warrior, Archer, Mage, Assassin, Guard, Swordsman, Gunner, Fighter, etc.), the piece character's attack type (e.g., Magic, Physical, etc.), and the piece character's social status (e.g., Noble, Demon, Elf, etc.). The embodiments of this application do not limit the specific types of attributes.
[0045] Optionally, each piece character possesses attributes in at least two dimensions, and the equipment a piece character holds can enhance its attributes.
[0046] Optionally, in a battle area, different piece characters possess related attributes (including different pieces having the same attribute or different pieces having complementary types of attributes), and when the number reaches a numerical threshold (or is called a bond), the piece characters with that attribute, or all piece characters in the battle area, gain the gate effect corresponding to that attribute. For example, if a battle area contains two piece characters with the Warrior attribute at the same time, all battle piece characters gain a 10% defense boost; if a battle area contains four battle piece characters with the Warrior attribute at the same time, all battle piece characters gain a 20% defense boost; and if a battle area contains three piece characters with the Elf attribute at the same time, all battle piece characters gain a 20% dodge chance boost.
[0047] The virtual character control method described in this application is applicable to scenes where it is necessary to control the standing position of a virtual character, such as the auto chess match scene and card game scene described above. This application will explain the virtual character control method provided by this application using the auto chess match scene as an example.
[0048] Figure 2 is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system includes a first terminal 120, a server 140, and a second terminal 160.
[0049] An auto chess game application is installed and run on the first terminal 120. The first terminal 120 is used by the first user, who, during the preparation phase of a game, uses the first terminal 120 to place chess pieces on the board's battle area, and during the battle phase, the first terminal 120 automatically controls the chess pieces according to their attributes, skills, and placement on the battle area.
[0050] The first terminal 120 is connected to the server 140 via a wireless or wired network.
[0051] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Broadly speaking, Server 140 includes a processor 144 and memory 142, the memory 142 including a receiving module 1421, a control module 1422, and a transmitting module 1423. Server 140 provides background services to auto chess-type game applications, for example, providing screen rendering services to an auto chess game. Broadly speaking, the receiving module 1421 receives piece character layout information sent from the client, the control module 1422 controls the piece characters to automatically play against each other based on the piece character layout information, and the transmitting module 1423 sends the game results to the client. Optionally, server 140 may be responsible for primary computing tasks, while the first terminal 120 and the second terminal 160 may be responsible for secondary computing tasks; or server 140 may be responsible for secondary computing tasks, while the first terminal 120 and the second terminal 160 may be responsible for primary computing tasks; or server 140, the first terminal 120, and the second terminal 160 may cooperate using a distributed computing architecture.
[0052] Server 140 uses synchronization techniques to synchronize screen representations among multiple clients. Exemplary examples of synchronization techniques used by Server 140 include state synchronization techniques or frame synchronization techniques.
[0053] State Synchronization Technology: In an optional embodiment based on Figure 2, server 140 synchronizes with multiple clients using state synchronization technology. Figure 3 is a schematic diagram of the state synchronization technology shown in an exemplary embodiment of the present application, in which the combat logic is executed on server 140, as shown in Figure 3. When a state change occurs for any piece character on the battle board, server 140 sends the state synchronization result to all clients, for example, clients 1 through 10.
[0054] In an exemplary embodiment, client 1 sends a request to server 140 that includes the piece characters participating in the board game and their arrangement. Server 140 then generates the state of the piece characters during the game according to the piece characters and their arrangement, and sends the state of the piece characters during the game to client 1. Server 140 then sends data to all clients for sending virtual props to client 1, and all clients update their local data and interface representations based on this data.
[0055] Frame Synchronization Technology: In an optional embodiment based on Figure 2, server 140 synchronizes with multiple clients using frame synchronization technology. Figure 4 is a schematic diagram of the frame synchronization technology shown in an exemplary embodiment of the present application, in which, as shown in Figure 4, combat logic is executed on each client. Each client sends a frame synchronization request to the server, which includes data changes of the client locale. After receiving a frame synchronization request, server 140 forwards the frame synchronization request to all clients. After each client receives a frame synchronization request, it processes the frame synchronization request according to the locale's combat logic and updates the locale data and interface representation.
[0056] The second terminal 160 is connected to the server 140 via a wireless or wired network.
[0057] The second terminal 160 has an auto chess game application installed and running. The second terminal 160 is used by a second user. In the preparation phase of a match, the second user uses the second terminal 160 to place chess pieces on the board's battle area. During the battle phase, the second terminal 160 automatically controls the chess pieces according to their attributes, skills, and placement on the battle area to conduct the match.
[0058] Optionally, the chess pieces placed by the first user via the first terminal 120 and the chess pieces placed by the second user via the second terminal 160 are located in different areas on the same board, meaning that the first user and the second user are in the same game.
[0059] Optionally, the applications installed on the first terminal 120 and the second terminal 160 may be the same, or the applications installed on the two terminals may be the same type of application on different control system platforms. The first terminal 120 may refer to one of a plurality of terminals, and the second terminal 160 may refer to one of a plurality of terminals; however, this embodiment will describe only the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and such device types include at least one of smartphones, tablet computers, e-book readers, digital players, laptop computers, and desktop computers.
[0060] As those skilled in the art will understand, the number of terminals may be many or few. For example, there may be only one terminal (i.e., the user plays against the artificial intelligence), or there may be eight terminals (1v1v1v1v1v1v1v1, with eight users playing in rotation and being eliminated to determine the final winner), or more. The embodiments of this application do not limit the number of terminals or the type of device.
[0061] Figure 5 is a flowchart of a virtual character control method shown in an exemplary embodiment of the present application, the method which can be performed by a computer device which can be implemented as a terminal or a server, and as shown in Figure 5, the virtual character control method may include the following steps:
[0062] Step 510: Display the scene screen of the virtual scene, which contains at least one virtual character.
[0063] Optionally, the target area of the virtual scene may contain at least one virtual character.
[0064] In a possible embodiment, the virtual scene includes a battle area and a war preparation area, the target area may be the battle area in the virtual scene, and the at least one virtual character is a virtual character located in the battle area. The at least one virtual character is a virtual character controlled by the current user.
[0065] Step 520: The position control controller is overlaid and displayed on top of the scene screen.
[0066] In the embodiments of this application, at least one virtual character in the target area may be located on the game staircase and the preparation staircase in the virtual scene, and in the preparation stage, the user can adjust the standing position of at least one virtual character in the virtual scene to set up the game. Thus, in possible embodiments, by overlaying a standing position control controller on top of the scene screen, the user can quickly customize the standing position of the virtual character in the virtual scene via the standing position control controller. Figure 6 is a schematic diagram of a scene screen shown in an exemplary embodiment of this application, and as shown in Figure 6, a standing position control controller 610 is displayed overlaid on top of the scene screen, and the standing position control controller may be a single controller or multiple controllers. It may also be a collection of subcontrollers having a standing position control function. The standing position control controller shown in Figure 6 includes at least one subcontroller, each subcontroller used to trigger a different custom standing position control. Optionally, if the standing position control controller is a single controller, the custom standing position control corresponding to that controller can be changed based on the user's operation method. In general terms, different custom standing position controls can be determined based on the number of times the user repeatedly clicks the standing position control controller. For example, the user clicks the standing position control controller once to determine the custom standing position adjustment method as the first adjustment method, and the user double-clicks the standing position control controller to determine the custom standing position adjustment method as the second adjustment method. Alternatively, different custom standing position controls are determined based on the length of time the user presses and holds the standing position control controller. For example, if the press and hold duration is less than a first time length threshold, the custom standing position adjustment method is determined as the first adjustment method. If the press and hold duration is greater than the first time length threshold but less than a second time length threshold, the custom standing position adjustment method is determined as the second adjustment method.
[0067] Step 530: In response to receiving a trigger operation on the standing position control controller, the standing position of the target virtual character is adjusted based on a target adjustment method, the target adjustment method and at least one of the target virtual character are determined based on a user customization operation, and the target virtual character belongs to at least one virtual character.
[0068] The target virtual character may be all or some of the virtual characters within the target area in the virtual scene, determined based on the user's custom operation, or it may be a default number of virtual characters corresponding to a target adjustment method determined based on the user's custom operation. For example, the target adjustment method defaults to adjusting the standing positions of all virtual characters in the target area, meaning that at this point, the system defaults to the above target virtual character being all of at least one virtual character.
[0069] In the embodiments of this application, the user can customize the target virtual characters, including their positions and number, and the target adjustment method is the default adjustment method, or the user can customize the target adjustment method of the target virtual characters, and the target virtual characters are some or all of the default virtual characters, or the user can customize the target virtual characters and then customize the target adjustment method of the target virtual characters. In other words, the custom operation may include at least one of a character selection operation and a layout setup operation.
[0070] As described above, the virtual character control method provided by the embodiment of this application, by providing a standing position control controller, enables a computer device to uniformly adjust the standing position of a custom-selected virtual character when it receives a trigger operation from the standing position control controller, or to uniformly adjust the standing position of a target object using a customized adjustment method, or to uniformly adjust the standing position of a custom-selected virtual character using a customized adjustment method. This makes it possible to adjust the standing positions of multiple virtual characters at once using the standing position control controller when adjusting the standing positions of virtual characters in a virtual scene, while simultaneously ensuring flexibility in adjusting the standing positions of virtual characters in a virtual scene.
[0071] Figure 7 is a flowchart of a virtual character control method shown in an exemplary embodiment of the present application, the method which can be performed by a computer device which can be implemented as a terminal or a server, and the virtual character control method may include the following steps as shown in Figure 7.
[0072] Step 710: Display the scene screen of the virtual scene, which includes at least one virtual character.
[0073] The virtual scene may be a scene in which virtual characters controlled by two different users compete against each other, and each user can correspond to their respective battle area and war preparation area. When the first user controls a virtual character in the virtual scene, they can control the virtual character corresponding to the first user, or at least one virtual character included in the target area of the virtual scene may belong to the same faction. The target area may be the battle area of the current faction.
[0074] Step 720: The position control controller is overlaid and displayed on top of the scene screen.
[0075] In a possible embodiment, the standing position control controller can be displayed overlaid on the scene screen when the scene screen is displayed, or in another possible embodiment, the standing position control controller is not displayed overlaid on the scene screen when the scene screen is displayed, but is displayed overlaid after a specified operation is received, and generally, in response to the reception of an activation operation, the standing position control controller is displayed overlaid on the scene screen. The activation operation includes at least one target operation performed on a target area in the scene screen, and a trigger operation on the active controller.
[0076] The target operation may include a long press operation on the target area, and optionally, the target operation may include a double-click operation on the target area, a triple-tap operation on the target area, or a slide operation on the target area. The active controller may be a controller set at any standing position on the upper level of the scene screen, and is used to invoke the standing position control controller in response to the reception of a trigger operation.
[0077] As an example, the standing position control controller in the embodiment of this application is a collection of multiple sub-controllers having a standing position control function. This standing position control controller includes at least two sub-controllers. Figure 8 is a schematic diagram of a scene screen shown in an exemplary embodiment of this application. As an example, the target operation is a long-press operation on the target area. As shown in Figure 8, after receiving a long-press operation performed by the user on the target area 810, the standing position control controller 820 is superimposed on the top layer of the scene screen.
[0078] Step 730: In response to receiving a trigger operation on the target subcontroller, the position of the target virtual character is adjusted based on the adjustment method corresponding to the target subcontroller, which is one of at least two subcontrollers.
[0079] Optionally, the custom functions triggered by different subcontrollers will differ. In general, of the two subcontrollers, the first subcontroller can trigger a character selection operation, perform custom placement on the virtual character whose position is to be adjusted, acquire the target virtual character, and then adjust the position of the target virtual character using the default position adjustment method.
[0080] In the example technical proposal, the default position adjustment method involves mirroring the position of the target virtual character, and this mirroring involves using the target axis as the mirror line and adjusting the position of the target virtual character symmetrically based on the mirror line.
[0081] At least one of the two subcontrollers, the second subcontroller, can trigger a deployment operation to custom-set the positioning method for virtual characters that require positioning adjustment. These virtual characters may be the default-set virtual characters, for example, all virtual characters in the target area.
[0082] At least one of the two subcontrollers, the fourth subcontroller, can trigger a layout setup operation after a character selection operation, changing the position of the custom virtual character to a custom placement layout, thereby increasing the user's autonomy in adjusting the virtual character's position overall and improving the flexibility of changing the virtual character's position.
[0083] In a possible embodiment, the procedure for adjusting the standing position of a virtual character by a first subcontroller can be implemented as follows: In response to receiving a trigger operation on the first of at least two subcontrollers, the selection state of at least one virtual character is adjusted to a selectable state. In response to receiving a character selection operation, the virtual character selected by the character selection operation is acquired as the target virtual character. In response to the completion of the character selection operation, the target virtual character's position is switched from the first position to the second position so that the position of the target virtual character before and after the position switch is symmetrical along the target axis.
[0084] The operation of switching the standing position of a target virtual character from a first standing position to a second standing position so that the standing position of the target virtual character before and after the standing position switch is symmetrical along the target axis can be called mirroring switching. In other words, the first subcontroller controls at least one virtual character in the target area and performs mirroring switching based on the standing position of the virtual character determined by the character selection operation, the first standing position indicates the standing position of the virtual character before the mirroring switching, and the second standing position indicates the standing position after the mirroring switching, and the target virtual character may be all or part of at least one virtual character.
[0085] In general terms, the target axis may be the central axis of the scene screen, or the central axis of the target virtual character, or any one of the axes determined based on the user's drawing operations.
[0086] Optionally, the target axis may be set by the developer, or pre-set or drawn by the user, or, in a possible embodiment, in response to the completion of a character selection operation, a mirror line setting interface is displayed, which includes at least two mirror line selection controllers, each corresponding to a different mirror line setting method, and based on the user's selection operation, a target axis corresponding to one mirror line selection controller is determined as the mirror line, and the target axis corresponding to at least two mirror line selection controllers includes at least two of the following: the central axis of the scene screen, or the central axis of the target virtual character, or any axis determined based on the user's drawing operation. In general terms, if the user selects a mirror line as any axis determined based on the user's drawing operation, the user enters a mirror line drawing interface, and the axis drawn by the user in the mirror line drawing interface is determined as the mirror line, which may be a scene screen in a drawable state. Figure 9 is a schematic diagram of the scene screen before and after virtual character mirroring as shown in an exemplary embodiment of the present application. As an example, the mirror line is a target axis determined based on the user's drawing operation. As shown in Figure 9, the mirror line 910 is an axis drawn by the user according to actual needs. Using this target axis as the mirror line, mirroring is switched with respect to the standing position of the target virtual character in the target area. As an example, the target virtual character determined by the character selection operation is all the virtual characters in the target area. Virtual character 921 is mirrored from its current standing position to standing position 931, virtual character 922 is mirrored from its current standing position to standing position 932, and virtual character 923 is mirrored from its current standing position to standing position 933.
[0087] In possible embodiments, if the position of a mirrored virtual character extends beyond the target area based on the mirror line, the position of the virtual character is not adjusted; instead, the position of virtual characters that have not extended beyond the target area after mirroring is adjusted.
[0088] In possible embodiments, in response to the fact that a second virtual character already exists at a second standing position after mirroring the first virtual character in the target virtual character, the standing position of the first virtual character can be adjusted in one of the following ways: Do not adjust the position of the first virtual character; Swap the positions of the first virtual character and the second virtual character; Move the second virtual character to an empty standing position adjacent to the second standing position, and move the first virtual character to the second standing position; Keep the second virtual character's position unchanged, and move the first virtual character to an empty position adjacent to the second virtual character's position.
[0089] In possible embodiments, the character selection operation includes at least one of a continuous sliding operation on the scene screen, a range selection operation on the scene screen, or a point selection operation on a virtual character.
[0090] In response to the character selection operation being a continuous slide operation on the scene screen, the virtual character selected by the continuous slide operation from among at least one virtual character is designated as the target virtual character. Schematically, the slide operation is a movement operation performed only once on the terminal screen without the user's finger moving, or a movement operation performed only once on the control device without the user releasing the target entity button (e.g., the left mouse key). Figure 10 is a schematic diagram showing the determination of the target virtual character by the continuous slide operation shown in an exemplary embodiment of this application. As shown in Figure 10, after receiving a trigger operation of the first subcontroller 1010 by the user, the selection state of at least one virtual character in the target area is adjusted to a selectable state. The user can then choose any virtual character in the target area as the starting point for the operation. Assuming the operation is not interrupted (e.g., the finger does not move, or the target entity button is not released), the continuous slide operation is completed, and the virtual character after the continuous slide operation is acquired as the target virtual character 1020.
[0091] In response to the character selection operation being a range selection operation on the scene screen, at least one virtual character that lies within the range determined by the range selection operation is designated as the target virtual character. Schematically, the range selection operation on the scene screen may also be a frame selection operation on the scene screen, and the frame selection range corresponding to the range selection operation may be larger than the standing position range of the target virtual character in the target area. Schematically, Figure 11 is a schematic diagram showing the determination of the target virtual character by the range selection operation shown in an exemplary embodiment of this application. As shown in Figure 11, the user determines one large frame selection range 1110 by performing a range selection operation on the scene screen, and the computer device can acquire the virtual character within the frame selection range 1110 as the target virtual character 1120. The shape of the frame selection range may be any of the following shapes: square, rectangle, ellipse, circle, etc., and this application is not limited thereto.
[0092] In response to the character selection operation being a point selection operation on a virtual character, at least one virtual character selected by the point selection operation is designated as the target virtual character. In this case, the user can achieve distributed selection on virtual characters without considering the selection order.
[0093] In general terms, the three target virtual character determination methods described above can be used separately, or two methods can be used in combination, or all three methods can be used in combination, and this application is not limited thereto.
[0094] The operation termination nodes corresponding to different character selection operations may be the same or different. In general terms, the character selection operation is a continuous sliding operation on the scene screen, and in response to the interruption of the continuous sliding operation on the scene screen, the position of the target virtual character is switched from the first position to the second position.
[0095] In other words, when a continuous sliding operation is interrupted, it is determined that the continuous sliding operation has ended. In this case, the computer device switches the standing position of the target virtual character from the first standing position to the second standing position. For example, when a continuous sliding operation is interrupted, the computer device automatically uses the target axis as a mirror line and performs a mirroring switch relative to the standing position of the target virtual character. For example, when a user is performing a continuous sliding operation with their finger, and their finger is lifted, or when a user is performing a continuous sliding operation with an entity device and the target entity button is released, it is determined that the character selection operation has ended.
[0096] In another possible implementation, the decision controller is displayed in response to the acceptance of a trigger operation on the first sub-controller. In this case, the position of the target virtual character is switched from the first position to the second position in response to the acceptance of a trigger operation by the decision controller.
[0097] In other words, when the first sub-controller determines that a target virtual character has been selected by a character selection operation, a decision controller can be overlaid on top of the scene screen. Figure 12 is a schematic diagram of a scene screen shown in an exemplary embodiment of the present application, and as an example, when a target virtual character is determined based on a frame selection operation on the scene screen, as shown in Figure 12, after receiving a trigger operation from the user to the first sub-controller, a decision controller 1210 is overlaid on top of the scene screen. After the user has determined a target virtual character using at least one of the three methods for determining a target virtual character described above, when a selection operation is received from the decision controller 1210, it is determined that the character selection operation has ended, and mirroring is switched based on the target axis line with respect to the standing position of the determined target virtual character. The decision controller is used to trigger the mirroring operation based on the target axis line, and the target axis line is a pre-installed or default-installed mirror line. Alternatively, the decision controller is used to trigger access to the mirror line installation interface, and the mirroring operation is performed on the target virtual character based on the mirror line installed in the mirror line installation interface. As shown in Figure 12, as an example of mirroring the position of the target virtual character along the central axis of the scene screen, the position of the target virtual character is switched from position 1220 to position 1230.
[0098] In a possible embodiment, the at least one subcontroller further includes a third subcontroller for mirroring the positions of all virtual characters in the target area, and schematically, the procedure for adjusting the positions of the virtual characters by the third subcontroller can be implemented as follows: In response to receiving a trigger operation on the third subcontroller among at least two subcontrollers, the position of at least one virtual character is switched from the first position to the second position so that the position of at least one virtual character before and after the position switch is symmetrical along the target axis.
[0099] In other words, when a trigger operation is received for the third subcontroller, all virtual characters in the target area are acquired as target virtual characters by default. Figure 13 is a schematic diagram of the scene screen before and after virtual character mirroring as shown in an exemplary embodiment of this application. As shown in Figure 13, when the user selects the third subcontroller 1310 from the standing position operation controllers, all virtual characters in the target area are determined as target virtual characters 1320 by default. If the mirror line 1330 is the central axis of the scene screen, mirroring is switched based on the mirror line 1330 to obtain the target virtual character 1340 after the standing position has been changed.
[0100] Optionally, after determining the target virtual character by triggering a third sub-controller, the system determines that the character selection operation is complete, enters the mirror line placement interface, places a mirror line based on the user's selection, and performs mirroring switching relative to the target virtual character's position based on the mirror line.
[0101] In a possible embodiment, the procedure for adjusting the standing position of a virtual character based on a second subcontroller can be implemented as follows: In response to receiving a trigger operation on the second of at least two subcontrollers, the system displays a layout display area showing at least one standing position layout, and this standing position layout is determined based on the user's layout setup. In response to receiving a selection operation for a target positioning arrangement, the position of the target virtual character is adjusted based on the target positioning arrangement, and the target positioning arrangement is one of at least one positioning arrangement.
[0102] At least one standing position layout included in the layout display area is one that was set up in advance before the user controls the virtual character to enter the virtual scene, or at least one standing position layout is added after the user controls the virtual character to enter the virtual scene, or at least one standing position layout includes one that was set up in advance before the user controls the virtual character to enter the virtual scene, and also includes one that is added after the user controls the virtual character.
[0103] In general terms, the procedure for adding a standing position layout after the user has controlled a virtual character to enter a virtual scene can be implemented as follows: Display the layout planning interface, Based on the positions determined in the layout planning interface, a positional layout is generated. Add the starting position layout to the layout display area.
[0104] Optionally, the layout planning interface can be displayed directly after receiving a trigger operation to the second subcontroller. Figure 14 is a schematic diagram of an added standing position layout as shown in an exemplary embodiment of the present application. As shown in Figure 14, after the user triggers the second subcontroller 1410 in the standing position control controller, the layout planning interface 1420 is displayed. The layout planning interface 1420 includes all standing position points in the target area, for example, a 3x7 grid. The user configures a new standing position layout by selecting standing position points in the layout planning interface. In response to receiving a selection operation to the layout generation controller 1430 displayed in the layout planning interface, it decides to generate a new standing position layout 1440 and adds the standing position layout to the layout display area 1450.
[0105] Optionally, the layout display area can be shown a layout addition controller, allowing the user to re-enter the layout planning interface and perform another layout addition after completing one initial layout addition.
[0106] The maximum number of positions that can be planned in the layout planning interface is equal to the maximum number of virtual characters that can be added to the target area of the virtual scene, or the maximum number of virtual characters that can currently be added to the target area of the virtual scene. For example, the number of virtual characters that can be added to the target area of the virtual scene increases as the user's level increases. When the user's level is at its highest, the maximum number of virtual characters that can be added to the target area of the virtual scene is 9. If the maximum number of virtual characters that can be added based on the user's current level is 5, the maximum number of positions that can be planned in the layout planning interface can be set to 9 to plan one final version of the position layout, or the maximum number of positions that can be planned in the layout planning interface can be set to 5 to plan a position layout suitable for the current game.
[0107] Alternatively, in another possible implementation, the layout planning interface is displayed after receiving a touch operation from the user on the layout addition controller displayed in the layout display area, that is, in response to receiving a trigger operation on the second sub-controller, the layout display area is displayed and the layout addition controller is displayed in the layout display area. In response to receiving a trigger operation for the layout addition controller, the layout planning interface is displayed.
[0108] In this case, the layout display area may or may not include standing position layouts. Figure 15 shows a schematic diagram of a layout display area in an exemplary embodiment of the present application. As shown in Figure 15, after the user clicks the second subcontroller 1510 of the standing position control controllers, the layout display area 1520 is displayed. The layout display area 1520 includes a layout addition controller 1530. After the user performs a trigger operation on the layout addition controller, the layout planning interface 1420 shown in Figure 14 can be called to generate a new standing position layout based on the layout planning interface and add it to the layout display area 1520.
[0109] The method of opening the two layout planning interfaces described above can be implemented by different subcontrollers within at least one subcontroller. For example, a fifth subcontroller directly opens the layout planning interface when it receives a trigger operation, while a sixth subcontroller first opens the layout display area, which includes the layout addition controller.
[0110] In a possible embodiment, the standing position layout displayed in the layout display area may include a saved history of standing position layouts based on a user's save operation, and such history of standing position layouts may be the standing position layout in the target area corresponding to the user, or may include the standing position layout in the target area corresponding to another user being watched by the user in spectator mode. In general terms, the scene screen is provided with a standing position layout save controller that, when a selection operation is received, records the standing position layout consisting of the standing positions of the target virtual characters included in the current target area and saves it in the layout display area so that the user can select and use it in the next match.
[0111] In possible embodiments, when changing the position of virtual characters based on the target positioning layout, the attack range of each virtual character can be used as the basis for changing it; that is, the procedure for changing the position of target virtual characters based on the target positioning layout is: Steps include obtaining the attack range of the target virtual character, The process includes the step of changing the position of a target virtual character based on the attack range of the target virtual character and the target positional layout.
[0112] In general terms, virtual characters with a small attack range are positioned adjacent to the enemy's battle area in the target positioning layout, while virtual characters with a large attack range are positioned further away from the enemy's battle area in the target positioning layout.
[0113] Alternatively, in another possible embodiment, the position of the target virtual character can be changed according to the character attributes of the virtual character, and the character attributes include occupation attribute, life value attribute, virtual character level, etc. For example, a virtual character whose occupation attribute is warrior may be placed in a position adjacent to the enemy's battle area in the target positioning layout, a virtual character whose occupation attribute is archer may be placed in a position away from the enemy's battle area in the target positioning layout, or a virtual character with a high upper limit of life value may be placed in a position adjacent to the enemy's battle area in the target positioning layout, and a virtual character with a low upper limit of life value may be placed in a position away from the enemy's battle area in the target positioning layout, or a virtual character with a high virtual character level may be placed in a position adjacent to the enemy's battle area in the target positioning layout, and a virtual character with a low virtual character level may be placed in a position away from the enemy's battle area in the target positioning layout. The basis for determining the standing position of a virtual character provided in the embodiments of this application is merely general in nature, and the parties concerned may randomly determine the standing position of the target virtual character, or the basis for determining the standing position may be customized by the user, and this application does not limit the basis for determining the standing position of a virtual character.
[0114] If the number of standing positions in a target standing position layout set up or stored by the user is greater than the number of virtual characters currently in the target area, in a possible embodiment, the procedure for changing the standing position layout of target virtual characters based on the target standing position layout adjusts the standing positions of the target virtual characters to their positions in the target standing position layout according to the order of the target standing positions, in response to the fact that the number of standing positions corresponding to the target standing position layout is greater than the number of target virtual characters.
[0115] In general terms, the order of the target positions may be based on the order of the positions in the target position layout from left to right, or from the middle to both sides, or from front to back, and this application does not limit the method of setting the order of the target positions.
[0116] The procedure for performing a mirroring switch to the target virtual character determined by the character selection operation via a layout setup operation after a character selection operation triggered by the fourth subcontroller may be a combination of the character selection procedure corresponding to the first subcontroller and the layout setup procedure corresponding to the second subcontroller described above. In general terms, in response to receiving a trigger operation on the fourth subcontroller, the selection state of at least one virtual character is adjusted to a selectable state. In response to receiving a character selection operation, the virtual character selected by the character selection operation is acquired as the target virtual character, and a layout display area is displayed showing at least one standing position layout, which is a standing position layout determined based on the user's layout setup. In response to receiving a selection operation on the target standing position layout, the standing position of the target virtual character is adjusted based on the target standing position layout. The implementation method of the above procedure can be found by referring to the relevant contents in the character selection procedure corresponding to the first subcontroller and the layout setup procedure corresponding to the second subcontroller, and will not be explained again here.
[0117] As described above, the virtual character control method provided by the embodiment of this application, by providing a standing position control controller, enables a computer device to uniformly adjust the standing position of a custom-selected virtual character when it receives a trigger operation from the standing position control controller, or to uniformly adjust the standing position of a target object using a customized adjustment method, or to uniformly adjust the standing position of a custom-selected virtual character using a customized adjustment method. This makes it possible to adjust the standing positions of multiple virtual characters at once using the standing position control controller when adjusting the standing positions of virtual characters in a virtual scene, while simultaneously ensuring flexibility in adjusting the standing positions of virtual characters in a virtual scene.
[0118] Using an auto chess scene as an example, Figure 16 shows a flowchart of a virtual character control method as described in an exemplary embodiment of the present application, the method being performed by a computer device, which can be implemented as a terminal or a server, and as shown in Figure 16, the virtual character control method includes the following steps. Step S1601 accepts touch input to the board area. This board area is the playing area corresponding to the virtual character controlled by an ally in the auto chess scene. In step S1602, determine whether the touch operation is a long press operation. If so, perform step S1603; otherwise, terminate. Step S1603: Activate the standing position control controller. The standing position control controller includes a first sub-controller, a second sub-controller, and a third sub-controller. In step S1604, a trigger operation is received for the first sub-controller, and the piece in the board area is set to a selectable state. The first sub-controller is one of the standing position control controllers. Step S1605: Accepts the selection operation for surrounding a piece. In step S1606, a trigger operation is received for the decision controller, and the position of the piece obtained by the enclosed selection is mirrored based on the target axis. Step S1607: The trigger operation for the second subcontroller is accepted. The second subcontroller is used to recall a pre-configured standing position layout. In step S1608, a layout display area is popped up, and the pre-layout display area includes at least one standing layout. Step S1609: Accepts a selection operation for the target position layout. The target positional deployment in question is one of at least one positional deployment. Step S1610: Based on the target position layout, adjust the position of the pieces in the target area. Step S1611: The trigger operation for the third subcontroller is accepted. The third sub-controller is one of the standing position control controllers. Step S1612: Mirror the positions of all pieces in the board area based on the target axis.
[0119] As described above, the virtual character control method provided by the embodiment of this application, by providing a standing position control controller, enables a computer device to uniformly adjust the standing position of a custom-selected virtual character when it receives a trigger operation from the standing position control controller, or to uniformly adjust the standing position of a target object using a customized adjustment method, or to uniformly adjust the standing position of a custom-selected virtual character using a customized adjustment method. This makes it possible to adjust the standing positions of multiple virtual characters at once using the standing position control controller when adjusting the standing positions of virtual characters in a virtual scene, while simultaneously ensuring flexibility in adjusting the standing positions of virtual characters in a virtual scene.
[0120] Figure 17 is a block diagram of a virtual character control device shown in an exemplary embodiment of this application, and as shown in Figure 17, the virtual character control device is A screen display module 1710 for displaying a scene screen of a virtual scene, wherein the virtual scene includes the screen display module 1710 which includes at least one virtual character. A control controller display module 1720 for overlaying the standing position control controller on top of the aforementioned scene screen, A standing position adjustment module 1730 for adjusting the standing position of a target virtual character based on a target adjustment method in response to receiving a trigger operation on the standing position control controller, wherein at least one of the target adjustment method and the target virtual character is determined based on a user custom operation, and the target virtual character includes a standing position adjustment module 1730 belonging to the at least one virtual character.
[0121] In a possible embodiment, the standing position control controller includes at least two subcontrollers, The position adjustment module adjusts the position of the target virtual character based on an adjustment method corresponding to the target subcontroller in response to receiving a trigger operation on the target subcontroller, and the target subcontroller is one of the at least two subcontrollers.
[0122] In a possible embodiment, the standing position adjustment module 1730 is A state adjustment submodule that adjusts the selection state of at least one virtual character to a selectable state in response to receiving a trigger operation on the first subcontroller among at least two subcontrollers, A character acquisition submodule that, in response to receiving a trigger operation on the first subcontroller among at least two subcontrollers, adjusts the selection state of at least one virtual character to a selectable state, The system includes a mirroring switching submodule that, in response to the completion of the character selection operation, switches the standing position of the target virtual character from a first standing position to a second standing position so that the standing position of the target virtual character before and after the standing position switch becomes symmetrical along the target axis.
[0123] In possible embodiments, the character selection operation includes at least one of a continuous sliding operation on the scene screen, a range selection operation on the scene screen, or a point selection operation on a virtual character.
[0124] In a possible embodiment, in response to the character selection operation being a continuous sliding operation on the scene screen, the virtual character selected by the continuous sliding operation from among the at least one virtual character is set as the target virtual character. In response to the character selection operation being a range selection operation on the scene screen, the virtual character among the at least one virtual character that is within the range determined by the range selection operation is designated as the target virtual character. In response to the character selection operation being a point selection operation for a virtual character, the virtual character selected by the point selection operation from among the at least one virtual character is designated as the target virtual character.
[0125] In a possible embodiment, in response to the character selection operation being a continuous sliding operation on the scene screen, the standing position switching submodule switches the standing position of the target virtual character from a first standing position to a second standing position in response to the interruption of the continuous sliding operation on the scene screen.
[0126] In a possible embodiment, the apparatus further, In response to receiving a trigger operation on the aforementioned subcontroller, the system includes a decision controller display module for displaying the decision controller, In response to receiving a trigger operation from the decision controller, the position switching submodule switches the position of the target virtual character from the first position to the second position.
[0127] In possible embodiments, the target axis includes the central axis of the scene screen, the central axis of the target virtual character, or any axis determined based on the user's drawing operation.
[0128] In a possible embodiment, the standing position adjustment module 1730 is Area display submodule for displaying a layout display area in which at least one standing position layout is displayed in response to receiving a trigger operation on the second subcontroller of at least two subcontrollers, wherein the standing position layout is the standing position layout determined based on the user's layout placement, A position adjustment submodule for adjusting the standing position of a target virtual character based on the target standing position arrangement in response to receiving a selection operation for the target standing position arrangement, wherein the target standing position arrangement is one of at least one of the standing position arrangements, Includes.
[0129] In a possible embodiment, the standing position adjustment submodule is Includes an attack range acquisition unit for obtaining the attack range of the target virtual character, The position adjustment unit adjusts the position of the target virtual character based on the attack range of the target virtual character and the target position distribution.
[0130] In a possible embodiment, the standing position adjustment submodule adjusts the standing positions of the target virtual characters to their positions in the target standing position arrangement in order of the target standing positions, in response to the number of standing positions corresponding to the target standing position arrangement being greater than the number of target virtual characters.
[0131] In a possible embodiment, the apparatus further, A planning interface display module for displaying a layout planning interface, and a layout generation module for generating the standing position layout based on the standing position determined in the layout planning interface, A layout addition module for adding the aforementioned standing position layout to the layout display area, Includes.
[0132] In a possible embodiment, the layout display area includes a layout addition controller, and the planning interface display module displays the layout planning interface in response to receiving a trigger operation on the layout addition controller.
[0133] In a possible embodiment, the control controller display module 1720, in response to receiving an activation operation, overlays and displays the standing position control controller on top of the scene screen. The activation operation includes at least one target operation performed on the target area in the scene screen, and a trigger operation on the active controller.
[0134] In a possible embodiment, the target operation includes a long press operation on the target area.
[0135] In a possible embodiment, the standing position adjustment module 1730, in response to receiving a trigger operation on a third subcontroller among the at least two subcontrollers, switches the standing position of the at least one virtual character from a first standing position to a second standing position such that the standing positions of the at least one virtual character before and after the standing position switch are symmetrical along the target axis.
[0136] As described above, the virtual character control device provided by the embodiment of this application, by providing a standing position control controller, enables a computer device to uniformly adjust the standing position of a custom-selected virtual character when it receives a trigger operation from the standing position control controller, or to uniformly adjust the standing position of a target object using a customized adjustment method, or to uniformly adjust the standing position of a custom-selected virtual character using a customized adjustment method. This makes it possible to perform simultaneous adjustment of the standing positions of multiple virtual characters by the standing position control controller when adjusting the standing positions of virtual characters in a virtual scene, while simultaneously ensuring flexibility in adjusting the standing positions of virtual characters in a virtual scene.
[0137] Figure 18 shows a block diagram of a computer device 1800 as shown in an exemplary embodiment of the present application. The computer device is implemented as a server in the above-mentioned technical proposal of the present application. The computer device 1800 includes a Central Processing Unit (CPU) 1801, a system memory 1804 including Random Access Memory (RAM) 1802 and Read-Only Memory (ROM) 1803, and a system bus 1805 connecting the system memory 1804 and the Central Processing Unit 1801. The computer device 1800 further includes a mass storage device 1806 for storing an operating system 1809, application programs 1810 and other program modules 1811.
[0138] The mass storage device 1806 is connected to the central processing unit 1801 via a mass storage controller (not shown) connected to the system bus 1805. The mass storage device 1806 and its associated computer-readable media provide non-volatile storage to the computer device 1800. In other words, the mass storage device 1806 may include, for example, a computer-readable media (not shown) such as a hard disk or a read-only optical disk (CompactDiscRead-OnlyMemory, CD-ROM) drive.
[0139] Without loss of generality, the computer-readable medium may include computer-readable storage and communication media. Computer-readable storage media include volatile, non-volatile, movable, and immovable media implemented by any method or technique for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer-readable storage media include RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically-Erasable Programmable Read-Only Memory (EEPROM), flash memory, or other solid-state storage technologies, CD-ROM, Digital Versatile Disc (DVD), or other optical storage, magnetic tape cassettes, magnetic tapes, magnetic disk storage, or other magnetic storage devices. Of course, as those skilled in the art will know, the computer-readable storage media are not limited to the types described above. The system memory 1804 and mass storage devices 1807 may be collectively referred to as memory.
[0140] According to each embodiment of this application, the computer device 1800 may further operate by connecting to a remote computer on a network, for example, via a network such as the Internet. That is, the computer device 1800 may be connected to a network 1808 via a network interface unit 1807 connected to the system bus 1805, or it may be connected to another type of network or remote computer system (not shown) using the network interface unit 1807.
[0141] The above memory further includes at least one computer program which is stored in the memory, and the central processor 1801 executes the at least one computer program to realize all or some of the steps in the virtual character control method shown in each of the above embodiments.
[0142] Figure 19 shows a block diagram of the computer device 1900 provided by an exemplary embodiment of this application. The computer device 1900 can be implemented as, for example, a smartphone, tablet computer, laptop computer, or desktop computer. The computer device 1900 may also be called by other names such as user device, mobile terminal, laptop terminal, or desktop terminal.
[0143] Typically, a computer device 1900 includes a processor 1901 and memory 1902.
[0144] The processor 1901 may include one or more processing cores, such as a 4-core processor or a 19-core processor. The processor 1901 may be implemented in at least one hardware form from among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1901 may further include a main processor and a coprocessor, the main processor being a processor for processing data in the startup state and also called a CPU (Central Processing Unit), and the coprocessor being a low-power consumption processor for processing data in the standby state. In some embodiments, the processor 1901 may integrate a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0145] Memory 1902 may include one or more computer-readable storage media, which may be non-temporary. Memory 1902 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices, flash memory devices, etc. In some embodiments, the non-temporary computer-readable storage media in memory 1902 are used to store at least one computer program, which is executed by processor 1901 to implement all or some steps in the virtual character control method provided by the method embodiment of this application.
[0146] In some embodiments, the computer device 1900 may further include a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 are connected via buses or signal lines. Each peripheral device is connected to the peripheral device interface 1903 via buses, signal lines, or circuit boards. Specifically, the peripheral device includes at least one of a radio frequency circuit 1904, a display 1905, a camera component 1906, an audio circuit 1907, and a power supply 1909.
[0147] In some embodiments, the computer device 1900 further includes one or more sensors 1910. These one or more sensors 1910 include, but are not limited to, an accelerometer 1911, a gyroscope 1912, a pressure sensor 1913, a light sensor 1915, and a proximity sensor 1916.
[0148] As those skilled in the art will understand, the configuration shown in Figure 19 does not constitute a limitation of the computer device 1900, and may include more or fewer components than shown, or may be a combination of several components or use different component arrangements.
[0149] In one exemplary embodiment, a computer-readable storage medium is further provided for storing at least one computer program, which is loaded and executed by a processor to perform all or some of the steps in the virtual character control method described above. For example, the computer-readable storage medium may be read-only memory (ROM), random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, a flexible disk, or an optical data storage device.
[0150] In one exemplary embodiment, a computer program product or computer program is further provided, the computer program product or computer program comprising at least one computer program, the at least one computer program stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium and executes the at least one computer program so that the computer device performs all or some of the steps of the method shown in any embodiment of Figure 5, Figure 7, or Figure 16 above.
Claims
1. A method for controlling a virtual character performed by a computer device, A step of displaying a scene screen of a virtual scene, wherein the virtual scene includes at least one virtual character, The steps include displaying a standing position control controller, which includes at least two sub-controllers, on the aforementioned scene screen, Steps include: In response to receiving a trigger operation on the standing position control controller, uniformly adjusting the standing position of the target virtual character from an initial standing position to a customized standing position based on a target adjustment method, wherein at least one of the target adjustment method and the target virtual character is determined based on a user customization operation, the target virtual character belongs to the at least one virtual character, and the customization operation includes at least one of a character selection operation and a layout setup operation; Includes, In response to receiving a trigger operation on the aforementioned standing position control controller, the step of uniformly adjusting the standing position of the target virtual character from its initial standing position to a customized standing position based on the target adjustment method is as follows: In response to receiving a trigger operation on the first subcontroller among at least two subcontrollers, the selection state of at least one virtual character is adjusted to a selectable state. In response to receiving a character selection operation, the steps include acquiring the virtual character selected by the character selection operation as the target virtual character, In response to the completion of the character selection operation, the step of switching the standing position of the target virtual character from a first standing position to a second standing position is performed so that the standing position of the target virtual character before and after the standing position switch is symmetrical along a target axis that includes an arbitrary axis determined based on the user's drawing operation. Methods that include...
2. In response to receiving a trigger operation on the standing position control controller, the step of uniformly adjusting the standing position of the target virtual character from an initial standing position to a customized standing position based on a target adjustment method is: A step of adjusting the position of the target virtual character based on an adjustment method corresponding to the target subcontroller in response to receiving a trigger operation on the target subcontroller, wherein the target subcontroller is one of the at least two subcontrollers. The method according to claim 1, including the method described in claim 1.
3. The method according to claim 1, wherein the character selection operation includes at least one of a continuous slide operation on the scene screen, a range selection operation on the scene screen, or a point selection operation on a virtual character.
4. In response to the character selection operation being a continuous sliding operation on the scene screen, the virtual character selected by the continuous sliding operation from among the at least one virtual character is designated as the target virtual character. In response to the character selection operation being a range selection operation on the scene screen, the virtual character among the at least one virtual character that is within the range determined by the range selection operation is designated as the target virtual character. In response to the character selection operation being a point selection operation on a virtual character, the virtual character selected by the point selection operation from among the at least one virtual character is designated as the target virtual character. The method according to claim 3.
5. In response to the character selection operation being a continuous sliding operation on the scene screen, and in response to the completion of the character selection operation, the step of switching the standing position of the target virtual character from the first standing position to the second standing position is: In response to the interruption of the continuous sliding operation on the scene screen, the step of switching the standing position of the target virtual character from the first standing position to the second standing position. The method according to claim 4, which includes the following:
6. The process further includes the step of displaying a decision controller in response to receiving a trigger operation on the first sub-controller, In response to the completion of the character selection operation, the step of switching the standing position of the target virtual character from a first standing position to a second standing position so that the target virtual character is symmetrical along the target axis before and after the standing position switch is: In response to receiving a trigger operation by the decision controller, the step of switching the standing position of the target virtual character from a first standing position to a second standing position, The method according to claim 4, which includes the following:
7. The method according to claim 3, wherein the target axis further includes the central axis of the scene screen and the central axis with respect to the target virtual character.
8. The step of adjusting the position of the target virtual character based on an adjustment method corresponding to the target subcontroller in response to receiving a trigger operation on the target subcontroller is: Steps include: In response to receiving a trigger operation on a second subcontroller among at least two subcontrollers, displaying a layout display area in which at least one standing position layout is shown, wherein the standing position layout is the standing position layout determined based on the user's layout setup; A step of adjusting the standing position of the target virtual character based on the target standing position arrangement in response to receiving a selection operation for the target standing position arrangement, wherein the target standing position arrangement is one of at least one of the standing position arrangements, The method according to claim 2, including the method described in claim 2.
9. In response to receiving a selection operation for the target positioning arrangement, the step of adjusting the position of the target virtual character based on the target positioning arrangement is: The steps include obtaining the attack range of the target virtual character, The steps include adjusting the position of the target virtual character based on the attack range of the target virtual character and the target position distribution, The method according to claim 8, including the method described in claim 8.
10. In response to receiving a selection operation for the target positioning arrangement, the step of adjusting the position of the target virtual character based on the target positioning arrangement is: The method according to claim 8, further comprising the step of adjusting the standing positions of the target virtual characters to their standing positions in the target standing position arrangement in order of the target standing positions, in response that the number of standing positions corresponding to the target standing position arrangement is greater than the number of target virtual characters.
11. Steps include displaying the layout planning interface, The steps include generating the standing position layout based on the standing position determined in the aforementioned layout planning interface, The steps include adding the aforementioned standing position layout to the layout display area, The method according to claim 8, further comprising
12. The aforementioned layout display area includes a layout addition controller, The step of displaying the aforementioned layout planning interface is: In response to receiving a trigger operation on the aforementioned layout addition controller, the steps include displaying the layout planning interface, The method according to claim 11, including the method described above.
13. The step of displaying the standing position control controller on the scene screen is: The process includes the step of displaying the standing position control controller on the scene screen in response to the acceptance of the activation operation, The method according to any one of claims 1 to 12, wherein the activation operation includes at least one of a target operation performed on a target area in the scene screen and a trigger operation on the active controller.
14. The method according to claim 13, wherein the target operation includes a long press operation on the target area.
15. The step of adjusting the position of the target virtual character based on an adjustment method corresponding to the target subcontroller in response to receiving a trigger operation on the target subcontroller is: The method according to claim 2, further comprising the step of switching the standing position of at least one virtual character from a first standing position to a second standing position in response to receiving a trigger operation on a third subcontroller among at least two subcontrollers, such that the standing positions of at least one virtual character before and after the standing position switch are symmetrical along the target axis.
16. A virtual character control device, A screen display module for displaying a scene screen of a virtual scene, wherein the virtual scene includes a screen display module containing at least one virtual character, The scene screen includes a control controller display module for displaying a standing position control controller that includes at least two sub-controllers, A standing position adjustment module for uniformly adjusting the standing position of a target virtual character from an initial standing position to a customized standing position based on a target adjustment method in response to receiving a trigger operation on the standing position control controller, wherein at least one of the target adjustment method and the target virtual character is determined based on a user customization operation, the target virtual character belongs to the at least one virtual character, and the customization operation includes at least one of a character selection operation and a layout setup operation, Includes, The aforementioned standing position adjustment module further, In response to receiving a trigger operation on the first subcontroller among at least two subcontrollers, the selection state of at least one virtual character is adjusted to a selectable state. In response to receiving a character selection operation, the virtual character selected by the character selection operation is acquired as the target virtual character, In response to the completion of the character selection operation, the standing position of the target virtual character is switched from the first standing position to the second standing position so that the standing position of the target virtual character before and after the standing position switch is symmetrical along a target axis that includes an arbitrary axis determined based on the user's drawing operation. A virtual character control device configured to perform the following actions.
17. A computer device including a processor and memory, A computer device wherein at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by a processor to implement the virtual character control method described in any one of claims 1 to 12.
18. It is a computer program, The computer program includes at least one computer program which is loaded and executed by a processor to implement the virtual character control method described in any one of claims 1 to 12.