Methods, devices, equipment, and programs for controlling virtual objects

JP7899195B2Active Publication Date: 2026-08-03TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2022-04-14
Publication Date
2026-08-03

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Benefits of technology

【0012】 本開示の実施例は下記の有益な効果を奏する。

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Abstract

The present disclosure provides a method, device, apparatus, and computer-readable storage medium for controlling a virtual object, the method including the steps of: displaying a first virtual object in a virtual scene, a second virtual object interacting with the first virtual object, and turn progress indication information, the turn progress indication information being for indicating a progress in an interaction process of a current turn between the first virtual object and the second virtual object; if the turn progress indication information indicates that the interaction of the current turn is completed, increasing a behavior parameter value of the first virtual object and displaying a screen in which the second virtual object acts; and if an interaction execution command for the first virtual object is received during the action process of the second virtual object, controlling the first virtual object to perform an interaction operation for the second virtual object.
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Description

Technical Field

[0001] (Cross - reference to related applications) This application claims the priority of a Chinese patent application with the application number 202110524511.3, filed with the Chinese Patent Office on May 13, 2021, and all of its content is incorporated herein by reference.

[0002] This disclosure relates to the field of computer technology, and particularly to a method, apparatus, device, computer - readable storage medium, and computer program product for controlling virtual objects.

Background Art

[0003] With the display technology based on graphics - processing hardware, the environmental perception means and information acquisition means have been expanded. In particular, the display technology of virtual scenes can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and there are various typical application scenarios. For example, in the virtual scene of a game, a real battle process between virtual objects can be simulated.

[0004] In related technologies, a method of sharing a progress bar by different virtual objects is adopted to control multiple virtual objects. For example, when the progress bar of a certain virtual object is full, the virtual object can be controlled to perform an action. However, in this method, since the action logics of all virtual objects are the same, the flexibility of controlling virtual objects is low.

Summary of the Invention

Means for Solving the Problems

[0005] Embodiments of this disclosure provide a method, apparatus, device, computer - readable storage medium, and computer program product for controlling virtual objects, which can improve the flexibility of controlling virtual objects.

[0006] The technical solutions of the embodiments of this disclosure are implemented as follows.

[0007] Embodiments of this disclosure provide a method for controlling a virtual object, the method being A step of displaying a first virtual object in a virtual scene, a second virtual object that interacts with the first virtual object, and turn progress instruction information, wherein the turn progress instruction information is for indicating the progress of the interaction process between the first virtual object and the second virtual object in the current turn. If the turn progress instruction information indicates that the interaction for the current turn has been completed, the steps include increasing the action parameter value of the first virtual object and displaying a screen in which the second virtual object takes action, The process includes, if the second virtual object receives an interaction execution command for the first virtual object during the process of the second virtual object acting, controlling the first virtual object to perform an interaction operation on the second virtual object.

[0008] Embodiments of this disclosure provide a control device for a virtual object, and the device is A display module configured to display a first virtual object in a virtual scene, a second virtual object that interacts with the first virtual object, and turn progress instruction information, wherein the turn progress instruction information is for indicating the progress in the interaction process of the first virtual object and the second virtual object in the current turn; A first control module is configured to increase the action parameter value of the first virtual object and display a screen in which the second virtual object takes action when the turn progress instruction information indicates that the interaction for the current turn has been completed. The system includes a second control module configured to control the first virtual object to perform an interaction operation on the second virtual object if the second virtual object receives an interaction execution command for the first virtual object during the process of the second virtual object acting.

[0009] Embodiments of this disclosure provide computer equipment, said computer equipment, Memory for storing executable instructions, The system includes a processor for implementing a virtual object control method provided in an embodiment of the present disclosure when executing executable instructions stored in the memory.

[0010] Embodiments of the present disclosure provide a computer-readable storage medium storing executable instructions, which, when executed by a processor, enables a method for controlling a virtual object provided in the embodiments of the present disclosure.

[0011] Embodiments of the present disclosure provide a computer program product including a computer program or instructions, which, when the computer program or instructions are executed by the processor, causes the processor to implement a method for controlling a virtual object provided in the embodiments of the present disclosure. [Effects of the Invention]

[0012] The embodiments of this disclosure offer the following beneficial effects.

[0013] By applying the embodiments of this disclosure, a first virtual object, a second virtual object that interacts with the first virtual object, and turn progress instruction information are displayed in a virtual scene. The turn progress instruction information indicates the progress of the interaction process between the first and second virtual objects in the current turn. When the turn progress instruction information indicates that the interaction in the current turn is complete, the action parameter value of the first virtual object is increased, and a screen showing the action of the second virtual object is displayed. If the second virtual object receives an interaction execution command for the first virtual object during the process of its action, the first virtual object is controlled to execute an interaction operation on the second virtual object. This eliminates the need to simply increase the action parameter value of the first virtual object and immediately control the first virtual object to execute an interaction operation on the second virtual object upon completion of the current turn, thus providing greater flexibility in the timing of the first virtual object's execution of the interaction operation on the second virtual object. Since the second virtual object acts at the end of the current turn, the user can predict the actions of the second virtual object, thereby improving the effectiveness of control over the first virtual object. [Brief explanation of the drawing]

[0014] [Figure 1] This is a schematic diagram of the screen of a virtual scene provided in the embodiments of this disclosure. [Figure 2] This is a schematic diagram showing an implementation scene of the control method for a virtual object provided in the embodiments of this disclosure. [Figure 3] This is a schematic diagram of the structure of the computer equipment 500 provided in the embodiments of this disclosure. [Figure 4] This is a flowchart of a control method for a virtual object provided in the embodiments of this disclosure. [Figure 5] This is a schematic diagram of the screen of a virtual scene provided in the embodiments of this disclosure. [Figure 6] This is a schematic diagram of the screen of a virtual scene provided in the embodiments of this disclosure. [Figure 7] This is a schematic diagram of the screen of a virtual scene provided in the embodiments of this disclosure. [Figure 8]It is a schematic diagram of the increasing process of the action parameter value provided by an embodiment of the present disclosure. [Figure 9] It is a schematic diagram of the screen of the virtual scene provided by an embodiment of the present disclosure. [Figure 10] It is a schematic diagram of the screen of the virtual scene provided by an embodiment of the present disclosure. [Figure 11] It is a flowchart of the control method of the virtual object provided by an embodiment of the present disclosure. [Figure 12] It is a flowchart of the control of the virtual object provided by an embodiment of the present disclosure. [Figure 13] It is a flowchart of the control of the virtual object provided by an embodiment of the present disclosure.

Embodiments for Carrying Out the Invention

[0015] To make the purpose, technical means and advantages of the present disclosure clearer, hereinafter, the embodiments of the present disclosure will be described in more detail with reference to the drawings. The described embodiments should not be regarded as limiting the present disclosure. All other embodiments obtainable by those skilled in the art without creative efforts are included in the protection scope of the present disclosure.

[0016] In the part described as "some embodiments" below, although all subsets of possible embodiments are described, as can be understood, "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other when there is no contradiction.

[0017] The terms "first / second / third" described below do not limit a specific order, but distinguish similar objects. As can be understood, "first / second / third" can, in some cases, convert the specific order or the order of before and after, whereby the embodiments of the present disclosure described in this specification can be implemented in an order other than the illustrated order or the described order.

[0018] Before describing the embodiments of this disclosure in further detail, we will define the nouns and terms relating to the embodiments of this disclosure. The nouns and terms relating to the embodiments of this disclosure will be used in the following interpretations.

[0019] 1) A client is an application program that runs on a terminal and provides various services, such as a video playback client or a game client.

[0020] 2) The phrase "in response to" is used to indicate a dependency condition or state for an operation to be performed. When the dependent condition or state is met, one or more operations to be performed may be real-time or have a set delay. Unless otherwise specified, the order in which multiple operations to be performed are not restricted.

[0021] 3) A virtual scene is a virtual scene that an application program displays (or provides) when it is executed on a terminal. The virtual scene may be a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be any one of two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes, and the embodiments of this disclosure are not limited to the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control virtual objects to move within the virtual scene.

[0022] 4) A virtual object is an image of various people and objects that can be interacted with in a virtual scene, or an actionable object in a virtual scene. Such an actionable object may be a virtual person, a virtual animal, an animated person, etc., and examples include people, animals, plants, oil drums, walls, rocks, etc., that are displayed in the virtual scene. Such a virtual object may be a virtual image that represents the user in the virtual scene. A virtual scene may contain multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0023] The virtual object can be a user character controlled by client operations, an artificial intelligence (AI) for a match set up in a virtual scene through training, or a non-player character (NPC) for an interaction set up in a virtual scene interaction. The virtual object can also be a virtual person who engages in a competitive interaction in the virtual scene. The number of virtual objects participating in the interaction in the virtual scene can be predetermined or dynamically determined based on the number of clients participating in the interaction.

[0024] 5) Scene data represents various characteristics that an object in a virtual scene expresses during the interaction process. For example, it may include the object's position in the virtual scene. Of course, it can include different types of characteristics depending on the type of virtual scene. For example, in a game's virtual scene, the scene data may include the waiting time when setting various functions in the virtual scene (which depends on the number of times the same function can be used within a given time), and may also represent attribute values ​​for various states of a game character, such as life value (also called red value) and magic value (also called blue value).

[0025] In related technologies, when controlling virtual objects in a virtual scene, virtual objects in a semi-real-time, semi-turn-based game employ a method in which different virtual objects share a progress bar. For example, Figure 1 is a schematic diagram of the screen of a virtual scene provided in an embodiment of this disclosure. Referring to Figure 1, a progress bar 101 is displayed on the virtual scene screen, and an object mark 102 corresponding to each virtual object moves along the progress bar, thereby reading the progress. For each virtual object, when the progress bar is read to its end, the virtual object begins to act. Here, the reading speed of the progress bar for each virtual object may differ, and as a result, a faster virtual object may act in more turns than a slower virtual object within the same amount of time.

[0026] In the process of implementing embodiments of this disclosure, the applicant noticed that in the relevant technology, when reading progress bars, the speeds of different virtual objects may differ. Therefore, when one virtual object finishes reading the progress bar and then begins its action, other virtual objects will only continue reading the progress bar after waiting for the aforementioned virtual object to complete its action. This means that progress will not advance and they will have to wait before the aforementioned virtual object completes its action, thus preventing continuous control over the virtual objects. Furthermore, all virtual objects have the same action logic, meaning they only begin their actions after the progress bar has reached its end, which results in a lack of flexibility in controlling the virtual objects.

[0027] Based on this, embodiments of the present disclosure provide control methods, apparatus, devices, computer-readable storage media, and computer program products for virtual objects, thereby solving at least the above-mentioned problems in the related art. Each of these will be described below.

[0028] Referring to Figure 2, which is a schematic diagram of an implementation of the control method for a virtual object provided in an embodiment of the present disclosure. To provide support for an exemplary application, terminals (exemplarily shown as terminals 400-1 and 400-2) are connected to a server 200 by a network 300. The network 300 may be a wide area network or a local area network, or a combination of both, and data transmission is achieved using wireless links.

[0029] In some embodiments, Server 200 may be an independent physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. Terminals may be, but are not limited to, smartphones, tablet PCs, laptops, desktop PCs, smart speakers, smartwatches, etc. Terminals and servers may be connected directly or indirectly by wired or wireless communication, and are not limited to these in embodiments of this disclosure.

[0030] When actually implemented, an application program supporting the virtual scene is installed and executed on the terminal. This application program may be any one of the following: Massive Multiplayer Online Role-Playing Game (MMORPG), First-Person Shooting game (FPS), Third-Person Shooting game, Multiplayer Online Battle Arena game (MOBA), Virtual Reality application program, 3D map program, or Multiplayer Shooting Survival game. The user uses the terminal to manipulate virtual objects in the virtual environment to perform activities, which include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, gathering, shooting, attacking, and throwing. Exemplarily, the virtual object is a virtual person, for example, a simulated human character or an animated human character.

[0031] In one exemplary scenario, a virtual object controlled by terminal 400-1 (the first virtual object) and a virtual object controlled by another terminal (e.g., terminal 400-2) (the second virtual object) or an artificial intelligence virtual object (the second virtual object) are in the same virtual scene. In this case, the first virtual object can interact with the second virtual object in the virtual scene. In some embodiments, the first and second virtual objects may be adversarial, for example, belonging to different teams and organizations.

[0032] In one exemplary scenario, the terminal displays a first virtual object in the virtual scene, a second virtual object that interacts with the first virtual object, and turn progress instruction information. The turn progress instruction information indicates the progress of the interaction process between the first and second virtual objects in the current turn. When the turn progress instruction information indicates that the interaction in the current turn is complete, the action parameter value of the first virtual object is increased, a screen showing the second virtual object's action is displayed, and if the second virtual object receives an interaction execution command for the first virtual object during its action, the first virtual object is controlled to execute an interaction operation on the second virtual object.

[0033] In actual implementation, the server 200 calculates scene data in the virtual scene and sends it to the terminal. The terminal then performs calculations, loads display data, analyzes, and renders it using graphics computing hardware, and outputs the virtual scene using graphics output hardware to form a visual perception. For example, a two-dimensional video frame can be displayed on a smartphone screen, or a video frame that realizes a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. Regarding the perception of the form of the virtual scene, it is understandable that it can be output by the terminal's appropriate hardware, for example, auditory perception can be formed by the output of a microphone, and tactile perception can be formed by the output of a vibration generator.

[0034] The terminal runs a client (e.g., a network game application) and interacts with other users in the game by connecting to the server 200. The terminal outputs a screen of a virtual scene, which includes a first virtual object, a second virtual object that interacts with the first virtual object, and turn progress instruction information. The first virtual object here is a game character controlled by the user; that is, the first virtual object is controlled by the actual user and performs interaction operations with the second virtual object in the virtual scene in response to the actual user's operations on the controller (including touch panel, voice switch, keyboard, mouse, and joystick, etc.). For example, when the actual user triggers an attack button, the first virtual object performs an attack operation against the second virtual object. The second virtual object here is a game character controlled by the server; that is, the second virtual object is not controlled by the actual user, and the actions that the second virtual object intends to perform at the end of each turn are pre-set by the game development staff, and the corresponding actions are performed at the end of a given turn.

[0035] For example, if the turn progress information indicates that the interaction for the current turn is complete, the action parameter value of the first virtual object is increased, and a screen is displayed showing the second virtual object performing the action corresponding to that turn. Here, the user can trigger an interaction execution command for the first virtual object at any time, thereby controlling the first virtual object to perform an interaction operation on the second virtual object, and the action parameter value decreases accordingly. For example, if the action parameter value indicates the number of times the first virtual object can perform an interaction operation, then each time the first virtual object performs an interaction operation on the second virtual object, the action parameter value decreases by a corresponding number.

[0036] Referring to Figure 3, which is a schematic diagram of the structure of a computer device 500 provided in an embodiment of the present disclosure. In actual application, the computer device 500 may be a terminal or server 200 in Figure 2. Using the example that the computer device is a terminal as shown in Figure 2, the computer device that implements the control method of a virtual object in an embodiment of the present disclosure will be described. The computer device 500 shown in Figure 3 includes at least one processor 510, memory 550, at least one network interface 520, and a user interface 530. Each component in the computer device 500 is coupled by a bus system 540. Understandably, the bus system 540 is for enabling connection communication between each component. In addition to the data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. For clarity, in Figure 3, each type of bus is denoted as the bus system 540.

[0037] The processor 510 may be an integrated circuit chip having signal processing capabilities, and may be, for example, a general-purpose processor, a digital signal processor (DSP), or other programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component. Here, the general-purpose processor may be a microprocessor or any conventional processor.

[0038] The user interface 530 includes one or more output devices 531 capable of displaying media content, one or more speakers and / or one or more visual displays. The user interface 530 further includes one or more input devices 532 and user interface components that facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera, other input buttons, and controls.

[0039] Memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, and CD drives. Optionally, memory 550 may include one or more storage devices located physically separate from the processor 510.

[0040] Memory 550 includes volatile memory or non-volatile memory, and may include both volatile and non-volatile memory. Non-volatile memory may be read-only memory (ROM), and volatile memory may be random-access memory (RAM). Memory 550 as described by embodiments of this disclosure is intended to include any suitable type of memory.

[0041] In some embodiments, the control device for a virtual object provided in the embodiments of this disclosure can be implemented using a software approach. Figure 3 shows a control device for a virtual object 555 stored in memory 550, which may be software in the form of a program and plug-ins, and includes software modules such as a display module 5551, a first control module 5552, and a second control module 5553. These modules are logical and can therefore be combined or further divided in any way based on the functions they implement.

[0042] The following describes the functions of each module.

[0043] In some other embodiments, the control device for a virtual object provided in the embodiments of this disclosure may be implemented using a hardware approach. For example, the control device for a virtual object provided in the embodiments of this disclosure may be a processor in the form of a hardware decoding processor, which is programmed to perform the virtual object control method provided in the embodiments of this disclosure. For example, a processor in the form of a hardware decoding processor may employ one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0044] Combining exemplary applications and implementations of the terminals provided in the embodiments of this disclosure, a method for controlling a virtual object provided in the embodiments of this disclosure will be described.

[0045] Referring to Figure 4, Figure 4 is a flowchart of a control method for a virtual object provided in an embodiment of the present disclosure. The steps shown in Figure 4 will be described in conjunction.

[0046] In step 401, the terminal displays the first virtual object in the virtual scene, the second virtual object that interacts with the first virtual object, and turn progress instruction information.

[0047] Here, the turn progress indicator information is intended to show the progress of the interaction process between the first virtual object and the second virtual object in the current turn. The turn progress indicator information can be displayed in the form of stripes (e.g., progress bars), discs (e.g., disc scans), or numerical countdowns, and there are no limitations on the specific display form of the turn progress indicator information. In actual implementation, the time length of each turn may be the same or different, and there are no limitations on this.

[0048] In actual application, an application program supporting the virtual scene is installed on the terminal. The application program may be any of the following: a large-scale multiplayer online role-playing game, a first-person shooter game, a third-person shooter game, a multiplayer online battle arena game, a virtual reality application program, a 3D map program, or a multiplayer shooting survival game. The user can use the terminal to manipulate virtual objects in the virtual scene to perform activities, which include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, gathering, shooting, attacking, and throwing. Exemplarily, the virtual object is a virtual person, for example, a simulated human character or an animated human character.

[0049] When a user opens an application program on a terminal and the terminal executes the application program, the terminal sends a request to the server to acquire scene data for a virtual scene. The server acquires the scene data for the virtual scene indicated by the scene identifier included in the acquisition request and returns the acquired scene data to the terminal. The terminal performs screen rendering based on the received scene data and displays the screen of the virtual scene, showing a first virtual object in the virtual scene, a second virtual object that interacts with the first virtual object, and turn progress instruction information. Here, the screen of the virtual scene is obtained by observing the virtual scene from a first-person perspective, or by observing the virtual scene from a third-person perspective. The screen of the virtual scene includes the interaction object and the interaction environment of the object, for example, the virtual object currently controlled by the user and the virtual vehicle in which the virtual object is riding.

[0050] As an example, Figure 5 is a schematic diagram of the screen of a virtual scene provided in an embodiment of the present disclosure. Referring to Figure 5, the screen of the virtual scene displays a first virtual object 501, a second virtual object 502, and turn progress instruction information 503. Here, the turn progress instruction information is displayed in the form of a progress bar, and as the current turn progresses, the consumed time shown on the progress bar continuously increases, and correspondingly, the current progress point continuously moves to the right until it reaches the end of the progress bar. Here, based on the position of the current progress point, the progress of the interaction process of the first virtual object and the second virtual object in the current turn can be detected.

[0051] In step 402, if the turn progress instruction information indicates that the interaction for the current turn is complete, the action parameter value of the first virtual target is increased, and a screen is displayed showing the second virtual target taking action.

[0052] Here, the behavior parameter value is used by the user to trigger an interaction execution command for the first virtual object in order to control the first virtual object and perform an interaction operation on the second virtual object. The behavior parameter value is consumed after the interaction execution command is triggered (i.e., the interaction operation is performed).

[0053] In actual application, upon completion of the interaction in the current turn, a screen is displayed prompting the second virtual object to act immediately. In contrast, the first virtual object does not act, but simply increases its action parameter value. When the user needs to control the first virtual object and perform an interaction operation, the user re-triggers the interaction execution command.

[0054] In some embodiments, the terminal can further repeatedly display turn progress instruction information on the virtual scene screen, with each repetition cycle corresponding to one turn, and within each repetition cycle, the change in the display format of the turn progress instruction information matches the corresponding change in turn progress.

[0055] In actual gameplay, turn time is consumed continuously; that is, upon completion of one turn's interaction, the next turn begins immediately. Throughout each turn, the display format of the turn progress indicator information changes in accordance with the progress of the turn.

[0056] As an example, Figure 6 is a schematic diagram of the screen of a virtual scene provided in an embodiment of the present disclosure. Referring to Figure 6, the virtual scene screen displays turn progress information 601 in the form of a progress bar, where, in the process of each turn, the process of the current progress point 602 moving from the start position to the end position of the progress bar is displayed as the progress of the turn changes, that is, the process of the current progress point 602 moving from left to right is displayed. When the current progress point moves to the end position 603, it indicates that the interaction of the current turn is complete, and at this time the current progress point returns to the start position, thereby entering the next turn again, and in the newly entered next turn, the process of the current progress point moving from the start position to the end position is displayed, thereby repeating the display of turn progress information.

[0057] As an example, Figure 7 is a schematic diagram of a virtual scene screen provided in an embodiment of the present disclosure. Referring to Figure 7, the virtual scene screen uses a disk shape to display turn progress indicator information 701, where, in the process of each turn, the gray sector area 702 gradually increases from 0 as the turn progresses. When the gray sector area increases to the disk area, it indicates that the interaction of the current turn is complete. At this time, the gray in the disk returns to white, that is, the next turn begins again, and in the newly entered next turn, the gray sector area 702 gradually increases from 0, thereby repeatedly displaying the turn progress indicator information.

[0058] In some embodiments, the terminal can increase the behavior parameter of the first virtual object in the following manner: When the turn progress instruction information indicates that the interaction for the current turn is complete, the terminal controls the relevant area of ​​the first virtual object to increase the behavior mark of the target quantity, thereby indicating that the behavior parameter value of the first virtual object has increased. The relevant area is an area for displaying the behavior mark of the quantity corresponding to the behavior parameter value.

[0059] When actually implemented, the terminal can display a number of action marks in the relevant area corresponding to the action parameter value. For example, the action parameter value matches the number of action marks; for instance, if the action parameter value is 3, 3 action marks are displayed. It should be noted that if the action parameter value is 0, no action marks are displayed in the relevant area, thereby avoiding unnecessary occupancy of the display screen. When the turn progress indicator information indicates that the interaction for the current turn is complete, the action parameter value increases, and accordingly, the number of action marks in the relevant area of ​​the first virtual object is controlled to increase. For example, upon completion of the interaction for each turn, one action mark is added to indicate that 1 has been added to the action parameter value.

[0060] As an example, control is taken to add 1 to the action parameter value upon completion of the interaction in each turn, where the action parameter value corresponds to the number of action marks. Figure 8 is a schematic diagram of the process of increasing the action parameter value provided in the embodiment of this disclosure. Referring to Figure 8, the action parameter value is 0 during the interaction process of the first turn, and at this time, no action marks are shown on the virtual scene screen. Upon completion of the interaction in the first turn, one action mark 801 is displayed in the relevant area of ​​the first virtual object, thereby indicating that the action parameter value has increased from 0 to 1. Upon completion of the interaction in the second turn, two action marks 802 are displayed in the relevant area of ​​the first virtual object, that is, one new action mark is added, thereby indicating that the action parameter value has increased from 1 to 2.

[0061] In some embodiments, the terminal can increase the behavior parameter value of the first virtual object by the following method: The behavior parameter value is displayed by the behavior mark display format, and when the turn progress instruction information indicates that the interaction for the current turn has been completed, the display format of the behavior mark of the first virtual object is controlled to change from the first display format to the second display format, the first display format corresponding to the behavior parameter value of the first virtual object at the completion of the interaction, and the second display format corresponding to the corresponding behavior parameter value of the unit turn.

[0062] In actual application, the first and second display formats are different. When marking action parameter values ​​using the action mark display format, a correspondence between each action parameter value and the display format can be pre-set. Here, the first display format corresponds to the action parameter value of the first virtual object; that is, the first display format corresponds to the numerical value before the action parameter value is increased. The second display format corresponds to the corresponding action parameter value of the unit turn; that is, the second display format corresponds to the numerical value after the action parameter value has been increased.

[0063] The display format here could be color, size, pattern, etc., and is not limited to any specific display format.

[0064] For example, the behavior parameter values ​​are 1, 2, 3, and 4, and the corresponding display colors are red, orange, yellow, and green, respectively. Assuming that the behavior parameter value of the first virtual target is 2 upon completion of the interaction, the behavior mark for the first virtual target is displayed in orange. Assuming that 1 is added to the behavior parameter value to control its increase upon completion of the interaction, the behavior parameter value after adding 1 becomes 3, and the second display color is yellow. The color of the behavior mark is then switched from orange to yellow, indicating that the behavior parameter value of the first virtual target has increased from 2 to 3.

[0065] In some embodiments, the terminal can increase the behavior parameter value of the first virtual object by the following method: When the turn progress instruction information indicates that the interaction for the current turn has been completed, the terminal obtains the state parameter of the virtual scene and the corresponding behavior parameter value of the unit turn corresponding to the state parameter, the state parameter including at least one of the mission difficulty coefficient, mission progress status, and target information of the first virtual object, and increases the behavior parameter value of the first virtual object, the corresponding increase amount being the corresponding behavior parameter value of the unit turn.

[0066] When actually implementing the system, the correspondence between different state parameters and the corresponding action parameter values ​​of the unit turn can be pre-set. For example, the higher the difficulty coefficient of the task, the higher the corresponding action parameter value of the unit turn. Upon completion of the interaction in the current turn, the state parameters of the virtual scene are obtained, and based on the correspondence between the state parameters and the corresponding action parameter values ​​of the unit turn, the corresponding action parameter value of the unit turn corresponding to the state parameter is determined, and the action parameter value of the first virtual object is controlled to increase by the corresponding action parameter value of the unit turn.

[0067] Here, the state parameter can be one or more of the following: the mission difficulty coefficient, the mission progress status, and the target information of the first virtual object. For example, if the state parameter is only the mission difficulty coefficient, a corresponding action parameter value for a corresponding unit turn can be set for each mission difficulty coefficient. For example, the mission difficulty coefficient can include 1, 2, and 3, and the corresponding action parameter values ​​for a corresponding unit turn can be 1, 2, and 3. Then, when the mission difficulty coefficient is 1, the action parameter value of the first virtual object is controlled to be increased by 1, and when the mission difficulty coefficient is 2, the action parameter value of the first virtual object is controlled to be increased by 2.

[0068] For example, the state parameters include a mission difficulty coefficient, mission progress, and target information for the first virtual target. If the virtual scene is a game, the mission difficulty coefficient could be the difficulty coefficient of the current game stage, and after completing the mission in the current game stage, the player can enter the next game stage. The mission progress could be the progress towards completing the mission. For example, if the mission is to shoot and kill 10 second virtual targets, and currently 5 second virtual targets have already been shot and killed, the mission progress is 50%. The target information for the first virtual target could be the level of the first virtual target. For example, the higher the level, the higher the corresponding action parameter value for the unit turn, i.e., the higher the action parameter value that is increased. Here, the three state parameters can be combined to determine the amount of increase. For example, the amount of increase corresponding to each state parameter (the corresponding action parameter value for the unit turn) can be determined for each, and the average of the amount of increase corresponding to multiple state parameters can be used as the final amount of increase. Alternatively, after determining the increase amount corresponding to each state parameter (the corresponding action parameter value for a unit turn), the weight corresponding to each state parameter can be obtained, and a weighted sum can be performed based on the increase amount and weight corresponding to each state parameter. The value obtained from the weighted sum can then be used as the final increase amount.

[0069] In some embodiments, the terminal can display a screen showing the actions of the second virtual object in the following manner. If there are at least two second virtual objects, the terminal obtains turn information for the current turn, selects a second virtual object from the at least two second virtual objects that will act upon completion of the interaction in the current turn based on the turn information, and displays a screen showing the actions of the selected second virtual object.

[0070] In actual implementation, the number of second virtual objects can be multiple (two or more), and when the server controls and makes the second virtual objects act, it can control and make only some of the multiple second virtual objects act. Here, the second virtual objects that act at the end of each turn may be different, and the server can pre-set the second virtual objects that will act in each turn. Then, upon completion of the interaction in the current turn, the server selects the second virtual objects that need to act from the multiple second virtual objects based on the pre-set correspondence, controls and makes the selected second virtual objects act, and thereby displays a screen on the terminal side corresponding to the first virtual object showing the selected second virtual objects acting.

[0071] Here, if the server has selected multiple second virtual targets (two or more), the actions performed by the selected second virtual targets may be the same or different. For example, if the number of selected second virtual targets is three, the server can control the three selected second virtual targets to move in the virtual scene (e.g., jump, sprint), or control one of the second virtual targets to move in the virtual scene (e.g., jump, sprint), and control the other two second virtual targets to attack the first virtual target.

[0072] In some embodiments, the terminal can display a screen showing the actions of the second virtual object in the following manner: it acquires the object information of the second virtual object, determines an action method corresponding to the object information based on the object information of the second virtual object, and displays a screen in which the second virtual object adopts the action method corresponding to the object information and performs the appropriate action.

[0073] Here, the target information may include the type of the second virtual target and the state information of the second virtual target. Here, the state information of the second virtual target may include the position, display format, and life value of the second virtual target. Different action methods can be determined according to different target information, and the server controls the second virtual target to act according to the appropriate action method.

[0074] For example, when the target information is the type of the second virtual object, the server pre-configures the behavioral methods corresponding to each type and displays a screen showing the second virtual object moving using the appropriate behavioral method for that type. For example, if the second virtual object is a cat, the server controls the second virtual object to move using the jumping method, and displays a screen showing the second virtual object moving using the jumping method. If the second virtual object is a bird, the server controls the second virtual object to move using the flying method, and displays a screen showing the second virtual object moving using the flying method.

[0075] In some embodiments, when the behavior parameter value of the first virtual target reaches a target value, the terminal further displays a level-up icon on the screen, and when a trigger operation is received for the level-up icon, it can level up to the interaction level corresponding to the interaction operation.

[0076] In actual application, multiple interaction levels can be set for an interaction operation, and the interaction capabilities of the interaction operation will differ depending on the interaction level. For example, if the interaction operation is an attack operation, the higher the interaction level, the greater the corresponding damage dealt by the attack operation. When the action parameter value reaches the target value, the interaction level of the interaction operation can be leveled up. When leveling up the interaction level of an interaction operation, it is possible to level up by one level or multiple levels (two levels or more) at once.

[0077] In actual application, the behavioral parameter values ​​required to raise one level can be pre-set. For example, the behavioral parameter value required to raise one level is a target value, and when the behavioral parameter value of the first virtual object reaches the target value, the interaction level corresponding to the interaction operation can be raised by one level. When the behavioral parameter value of the first virtual object reaches twice the target value, the interaction level corresponding to the interaction operation can be raised by two levels.

[0078] As an example, Figure 9 is a schematic diagram of a virtual scene screen provided in an embodiment of the present disclosure. Referring to Figure 9, an interaction mark 901 of a target quantity is displayed in the relevant area of ​​the first virtual object, and when the interaction mark 901 indicates that the behavior parameter value of the first virtual object has reached the target value, a level-up icon 902 is displayed on the virtual scene screen. When a user triggers the level-up icon, for example when the user clicks the level-up icon, the terminal responds to the trigger operation on the level-up icon by raising the interaction level corresponding to the interaction operation by one level.

[0079] In step 403, if the second virtual object receives an interaction execution command for the first virtual object during the process of its actions, the first virtual object is controlled to perform the interaction operation on the second virtual object.

[0080] Here, when the first virtual object performs an interaction operation with the second virtual object, it needs to consume an action parameter value. In practice, the user can trigger an interaction execution command for the first virtual object at any time. If the action parameter value is not 0, the terminal controls the first virtual object to perform an interaction operation with the second virtual object. Since performing an interaction operation consumes an action parameter value, the action parameter value of the first virtual object is decreased in the process of controlling the first virtual object to perform an interaction operation with the second virtual object.

[0081] In some embodiments, after the behavior parameter value has been reduced, if the behavior parameter value has further decreased to 0, the terminal controls the first virtual object to remain stationary in response to an interaction command for the first virtual object, displays presentation information, and presents a situation where the first virtual object cannot be controlled to perform an interaction operation for the second virtual object.

[0082] When actually performing the action, if the behavior parameter value is 0, the behavior parameter value cannot be consumed, and therefore the first virtual object cannot be controlled to perform an interaction operation on the second virtual object. Based on this, if the behavior parameter value decreases to 0, even if an interaction execution command is received for the first virtual object, the first virtual object cannot be controlled to perform an interaction operation on the second virtual object. In this case, the first virtual object is controlled to remain in a stationary state, and the terminal displays information to prevent the user from controlling the first virtual object to perform an interaction operation on the second virtual object. For example, the information "The behavior parameter value is 0, and an interaction operation cannot be performed" is displayed, thereby preventing the user from performing an invalid interaction operation.

[0083] In some embodiments, when the behavior parameter value decreases to 0, the user is unable to trigger an interaction command for the first virtual object. For example, if an interaction command for the first virtual object is triggered by triggering an interaction icon, when the behavior parameter value becomes 0, the interaction icon is set to an inoperable state (e.g., unclickable), thereby preventing the user from triggering an interaction command for the first virtual object.

[0084] In some embodiments, the behavior parameter value may indicate the execution time length for which the first virtual object can perform an interaction operation, and the terminal can control the first virtual object to perform an interaction operation on the second virtual object in the following manner, thereby decreasing the behavior parameter value: When an interaction execution command is received for the first virtual object, the terminal controls the first virtual object to continuously perform an interaction operation on the second virtual object, and in the process of the first virtual object continuously performing the interaction operation, the behavior parameter value is gradually decreased based on the execution time length of the interaction operation.

[0085] When actually implementing this, if the behavioral parameter value represents the length of time the first virtual object can perform an interaction operation, then during the process of the first virtual object performing an interaction operation on the second virtual object, the behavioral parameter value is gradually decreased as the duration of the interaction operation increases. Here, the amount of decrease in the behavioral parameter value corresponds to (for example, matches) the duration of the interaction operation.

[0086] As an example, the behavior parameter value is displayed numerically. For instance, a behavior parameter value of 10 indicates that the first virtual object has 10 seconds of execution time to perform an interaction operation. When an interaction execution command is received for the first virtual object, if the command is triggered by a user push operation (e.g., pressing an interaction icon), the first virtual object is controlled to perform an interaction operation on the second virtual object during the execution of the push operation, and as the first virtual object continues to perform the interaction operation, the behavior parameter value is controlled to decrease by an amount corresponding to the execution time of the interaction operation, based on the execution time of the interaction operation. For example, the first virtual object controls the behavior parameter value to decrease by 1 each time it performs an interaction operation for 1 second.

[0087] In some embodiments, if the behavior parameter value decreases to 0, or if an interaction stop command is received for the first virtual object, the terminal can further control the first virtual object to stop performing the interaction operation.

[0088] When actually performing an action, a decrease in the behavior parameter value to 0 indicates that the execution time length for the first virtual object to perform the interaction operation is 0, and the first virtual object is controlled to stop performing the interaction operation. Alternatively, if an interaction stop command is received for the first virtual object, the first virtual object is controlled to stop performing the interaction operation. If the interaction execution command is triggered by a push operation (e.g., pressing an interaction icon), when the push operation is released, it is decided to receive an interaction stop command, and in response to the interaction stop command, the first virtual object is controlled to stop performing the interaction operation.

[0089] In some embodiments, the behavioral parameter value may further indicate the number of times the first virtual object can perform an interaction operation. When an interaction execution command is received for the first virtual object, the terminal can control the first virtual object to perform an interaction operation on the second virtual object in the following manner: Upon receiving an interaction execution command for the first virtual object, the terminal obtains the target number of times the interaction operation indicated in the command is performed and controls the first virtual object to perform an interaction operation on the second virtual object corresponding to the target number of times. Correspondingly, in the process of the first virtual object performing an interaction operation corresponding to the target number of times, the terminal can decrease the number of times the first virtual object can perform the interaction operation, and the corresponding decrease is the target number of times.

[0090] In actual application, if the behavior parameter value indicates the number of times the first virtual object can perform an interaction operation, then after the first virtual object has performed the target number of interaction operations, the number of available operations is reduced by the target number of operations; that is, the reduction in the number of available operations is equal to the number of interaction operations performed by the first virtual object.

[0091] As an example, Figure 9 is a schematic diagram of a virtual scene screen provided in an embodiment of the present disclosure. Referring to Figure 9, three interaction marks are displayed in the relevant area of ​​the first virtual object, and these three interaction marks indicate that the first virtual object can perform interaction operations three times. Assuming that the number of interaction operations indicated in each interaction execution command is one, when an interaction execution command is received for the first virtual object, the first virtual object is controlled to perform an interaction operation once for the second virtual object, and the display of one interaction mark is canceled.

[0092] In some embodiments, the behavior parameter value may further indicate the level of interaction operation performed by the first virtual object. Upon receiving an interaction execution command for the first virtual object, the terminal can control the first virtual object to perform an interaction operation on the second virtual object in the following manner, thereby reducing the behavior parameter value: Upon receiving an interaction execution command for the first virtual object, the terminal determines the level of interaction operation corresponding to the current behavior parameter value of the first virtual object, controls the first virtual object to perform an interaction operation corresponding to that level on the second virtual object, and reduces the behavior parameter value of the first virtual object to 0.

[0093] In actual implementation, different behavioral parameter values ​​can indicate different levels of interaction. For example, the behavioral parameter value and the level of interaction can be directly proportional; that is, the higher the behavioral parameter value, the higher the corresponding level of interaction. Here, the correspondence between the behavioral parameter value and the level of interaction can be one-to-one or many-to-one, and is not specifically limited here.

[0094] For example, if the behavior parameter values ​​are 1, 2, 3, and 4, the corresponding levels of interaction operations are level 1, level 2, level 3, and level 4, respectively. When the behavior parameter value is 1 and an interaction execution command is received for the first virtual object, the first virtual object is controlled to execute a level 1 interaction operation. When the behavior parameter value accumulates up to 3 and an interaction execution command is received for the first virtual object, the first virtual object is controlled to execute a level 3 interaction operation.

[0095] In some embodiments, the terminal may further display at least two attack options on its screen, and upon receiving a selection operation for a target attack option among the at least two attack options, the attack operation corresponding to the target attack option may be made an interaction operation. Correspondingly, the terminal may control the first virtual target to execute an interaction operation on the second virtual target in the following manner and reduce the behavioral parameter value. Upon receiving an interaction execution command for the first virtual target, the terminal controls the first virtual target to execute an attack operation on the second virtual target corresponding to the target attack option, and reduces the behavioral parameter value of the first virtual target, with the corresponding reduction amount corresponding to the attack strength of the attack operation corresponding to the target attack option.

[0096] When actually implementing the system, different attack operations can be set, with each attack option corresponding to one attack operation. Different weapons can be set, such as swords and darts, and the user can select the appropriate attack operation based on the attack option, thereby controlling the first virtual target to execute the appropriate attack operation. Here, each attack operation corresponds to one attack strength, and different action parameter values ​​are consumed when executing attack operations of different strengths. That is, the amount of decrease in action parameter values ​​corresponds to the attack strength of the attack operation; for example, the higher the attack strength, the greater the decrease in the corresponding action parameter value.

[0097] Referring to Figure 10, which is a schematic diagram of the screen of a virtual scene provided in an embodiment of the present disclosure. Four attack options 1001 are displayed on the screen of the virtual scene, and the user can select one of these four attack options as the target attack option. For example, if the target attack option selected by the user is 1001A and the corresponding attack operation is to unleash a sword energy, then when an interaction execution command is received for the first virtual target, the first virtual target is controlled to unleash a sword energy toward the second virtual target. Here, since the decrease in the action parameter value corresponding to the attack strength of the attack operation is 1, the number of action marks decreases from 3 to 2, indicating that the action parameter value decreases by 1.

[0098] In some embodiments, if the reduction amount corresponding to the attack strength of an interaction operation corresponding to a certain attack option is greater than the current behavioral parameter value, the corresponding attack operation cannot be triggered. For example, if the attack strength corresponding to a target attack option is 3, the reduction amount of the corresponding behavioral parameter value should be 3, but since the current behavioral parameter value is only 2, the attack operation corresponding to the target attack option cannot be triggered. Here, the terminal can display presentation information and thereby present the user in such a way that the behavioral parameter value is insufficient to execute the attack operation of the target attack option.

[0099] In some embodiments, the terminal can further reduce the life value of the second virtual target based on the decrease in the behavioral parameter value of the first virtual target, and if the reduced life value of the second virtual target is lower than the life value threshold, it can cancel the display of the second virtual target on the screen.

[0100] When actually implemented, the second virtual target's life value decreases accordingly after it has been subjected to an attack operation performed by the first virtual target. Since the decrease in action parameter values ​​corresponds to the attack strength, and the decrease in life value also corresponds to the attack strength, it can be determined that the decrease in the second virtual target's life value also corresponds to the decrease in action parameters. Here, if the second virtual target's life value is lower than the life value threshold, it indicates that the second virtual target has already been shot and killed, and in this case, the second virtual target is no longer displayed on the screen, thereby avoiding unnecessary occupation of the display screen.

[0101] In some embodiments, if the turn progress indicator indicates that the interaction for the current turn is complete, the terminal can further acquire the state parameters of the virtual scene, determine the maximum value of the action parameter corresponding to the state parameters, and in the process of increasing the action parameter value of the first virtual object, if the action parameter value of the first virtual object reaches the maximum value of the action parameter, the increase in the action parameter value of the first virtual object can be stopped.

[0102] When actually implemented, the behavior parameter value has an upper limit, i.e., a maximum value for the behavior parameter, and once the behavior parameter value reaches this maximum value, it cannot continue to increase. In this case, the terminal stops controlling the increase of the behavior parameter value of the first virtual object. Here, the maximum value of the behavior parameter value is influenced by the state parameters of the virtual scene, and the state parameters include at least one of the following: the mission difficulty coefficient, the mission progress status, and the target information of the first virtual object. For example, the higher the mission difficulty coefficient, the larger the corresponding maximum value of the behavior parameter value.

[0103] By applying the embodiments of this disclosure, a first virtual object, a second virtual object that interacts with the first virtual object, and turn progress instruction information are displayed in a virtual scene. The turn progress instruction information indicates the progress of the interaction process between the first and second virtual objects in the current turn. When the turn progress instruction information indicates that the interaction in the current turn is complete, the action parameter value of the first virtual object is increased, and a screen showing the action of the second virtual object is displayed. If the second virtual object receives an interaction execution command for the first virtual object during the process of its action, the first virtual object is controlled to execute an interaction operation with the second virtual object, and its action parameter value is decreased. This eliminates the need to simply increase the action parameter value of the first virtual object and immediately control the first virtual object to execute an interaction operation with the second virtual object upon completion of the current turn, thus providing greater flexibility in the timing of the first virtual object's execution of the interaction operation with the second virtual object. Since the second virtual object acts at the end of the current turn, the user can predict the actions of the second virtual object, thereby improving the effectiveness of control over the first virtual object.

[0104] The following describes the virtual object control method provided in the embodiments of this disclosure. This virtual object control method is implemented collaboratively by a terminal and a server. Figure 11 is a flowchart of the virtual object control method provided in the embodiments of this disclosure. Referring to Figure 11, the virtual object control method provided in the embodiments of this disclosure includes the following steps.

[0105] In step 1101, the terminal displays a button to start the game.

[0106] In step 1102, the terminal sends a request to the server to retrieve scene data for the virtual scene in response to a click operation on the game button.

[0107] In step 1103, the server sends the scene data to the terminal.

[0108] In step 1104, the terminal renders based on the received scene data and displays the first virtual object, the second virtual object that interacts with the first virtual object, and turn progress instruction information on the virtual scene screen.

[0109] Here, the turn progress indicator information is displayed repeatedly, with each repetition cycle corresponding to one turn. Within each repetition cycle, the change in the display format of the turn progress indicator information matches the corresponding change in turn progress.

[0110] In step 1105, if the turn progress instruction information indicates the completion of the interaction in the first turn, the terminal increases the action parameter value of the first virtual target and displays a screen in which the second virtual target takes action.

[0111] In step 1106, the terminal controls the first virtual target to perform an attack operation against the second virtual target in response to an interaction execution command against the first virtual target.

[0112] In step 1107, the terminal controls the behavioral parameter value of the first virtual target to decrease by 1.

[0113] In step 1108, the terminal reduces the life value of the second virtual target.

[0114] Here, the amount of life points lost is determined based on the type of attack performed.

[0115] In step 1109, if the terminal's reduced life value for the second virtual target is 0, it cancels displaying the second virtual target on the screen.

[0116] Here, a life value of 0 for the second virtual target indicates that the second virtual target has already been shot and killed by the first virtual target. The display of the second virtual target, which has already been shot and killed, is canceled on the screen, thereby avoiding unnecessary occupation of the display screen.

[0117] By applying the above embodiment, it is no longer necessary to control the first virtual object to simply increase its behavior parameter value and immediately perform an interaction operation with the second virtual object upon completion of the current turn. This provides greater flexibility in the timing of the first virtual object's interaction operation with the second virtual object. Because the second virtual object acts upon completion of the current turn, the user can predict the second virtual object's actions, thereby improving the effectiveness of control over the first virtual object.

[0118] The following describes exemplary applications of the embodiments of this disclosure in actual application scenarios. Here, taking the virtual scene as a game as an example, when actually implemented, the first virtual object (player character) described in the embodiments of this disclosure acts based on the number of action points (action parameter values), and the second virtual object (enemy) acts based on turns. The progress of the current turn is displayed on the virtual scene screen. When a turn ends, the enemy directly acts such as moving, accumulating strength, or attacking. The first virtual object gains one action point, which can be displayed with action marks, and each action point corresponds to one action mark.

[0119] Referring to Figure 6 as an example, turn time is consumed continuously and is not affected by other elements. That is, in the continuation of each turn, as the progress of the turn changes, the process of the current progress point 602 moving from the start position to the end position of the progress bar is displayed, that is, the process of the current progress point 602 moving from left to right is displayed. Here, when the current progress point moves to the end position 603, it indicates that the interaction of the current turn has ended, and at this time the current progress point returns to the start position, thereby entering the next turn again, and in the newly entered next turn, the process of the current progress point moving from the start position to the end position is displayed, thereby repeatedly displaying the turn progress instruction information.

[0120] In actual implementation, the behavior of the second virtual object is influenced by the type and state information of the second virtual object. However, at the end of each turn, the second virtual object always takes one action.

[0121] Correspondingly, at the end of each turn, the player's character gains action points. These action points can be accumulated, and the number of action points gained at the end of each turn, as well as the maximum number of action points that can be accumulated, are affected by the game process.

[0122] In actual application, if a player has action points, they can immediately trigger an interaction command, thereby consuming action points and controlling the first virtual object to take action, such as launching an attack. In other words, the actions of the first virtual object are only indirectly affected by turn time, and the action points of the first virtual object, which are recovered by turn time, do not have to be consumed immediately. Instead, at any point in the game, action points can be consumed to control and control the first virtual object to take action.

[0123] Figure 12 is a flowchart of the control of virtual objects provided in the embodiments of this disclosure. Referring to Figure 12, at the end of each turn, the system (server) distinguishes between the first virtual object and the second virtual object. If it is the first virtual object, it increases the action points of the first virtual object; if it is the second virtual object, it immediately causes the second virtual object to act.

[0124] Figure 13 is a flowchart of the control of a virtual object provided in an embodiment of the present disclosure. Referring to Figure 13, in step 1301, the terminal receives an interaction execution command for the first virtual object. In step 1302, in response to the interaction execution command, the terminal determines whether there are currently enough action points. If it determines that there are currently enough action points, it executes step 1303; if it determines that there are currently not enough action points, it executes step 1304. In step 1303, the terminal controls the first virtual object to act and deducts action points. In step 1304, the terminal does not permit the first virtual object to act.

[0125] Applying the above-described embodiment yields the following beneficial effects.

[0126] 1. The second virtual target (enemy) acts based on its turn-based behavior, allowing the user to make predictions about the enemy's actions in advance, thus adding a strategic element to the game.

[0127] 2. Because turn time is consumed continuously and does not stop, the game differs from traditional turn-based games, which have the tension of real-time games and the space to pause and think.

[0128] 3. Player characters gain action points each turn and consume action points in real time when launching attacks, thereby providing users with a more free and continuous game experience and enriching the strategic aspects of the game.

[0129] The following describes exemplary configurations in which the control device 555 of the virtual object provided in the embodiments of this disclosure is implemented as a software module. In some embodiments, as shown in Figure 3, the software module in the control device 555 of the virtual object stored in memory 550 is A display module 5551 configured to display a first virtual object in a virtual scene, a second virtual object that interacts with the first virtual object, and turn progress instruction information, wherein the turn progress instruction information is for indicating the progress in the interaction process of the first virtual object and the second virtual object in the current turn, and The first control module 5552 is configured to increase the action parameter value of the first virtual object and display a screen in which the second virtual object takes action when the turn progress instruction information indicates that the interaction for the current turn has been completed, The system may include a second control module 5553 configured to control the first virtual object to perform an interaction operation on the second virtual object if the second virtual object receives an interaction execution command for the first virtual object during the process of the second virtual object's actions.

[0130] In some embodiments, the display module is further configured to repeatedly display the turn progress instruction information on the virtual scene screen, with each repetition period corresponding to one turn. In each repeating cycle, the change in the display format of the turn progress instruction information matches the corresponding change in turn progress.

[0131] In some embodiments, the first control module is further configured to increment the action mark of the target quantity in the relevant region of the first virtual object when the turn progress instruction information indicates that the interaction for the current turn is complete, thereby indicating that the action parameter value of the first virtual object has increased. The aforementioned related area is an area for displaying behavioral marks of a quantity corresponding to the behavioral parameter value.

[0132] In some embodiments, the first control module further displays the action parameter values ​​by the display format of the action mark, and when the turn progress instruction information indicates that the interaction for the current turn has been completed, The system is configured to control the display format of the behavior mark of the first virtual target so that it changes from the first display format to the second display format. The first display format corresponds to the behavior parameter value of the first virtual object at the completion of the interaction, and the second display format corresponds to the corresponding behavior parameter value of the unit turn.

[0133] In some embodiments, the first control module further obtains the state parameters of the virtual scene and the corresponding action parameter values ​​of the unit turn corresponding to the state parameters when the turn progress instruction information indicates that the interaction of the current turn has been completed. The aforementioned state parameter includes at least one of the following: mission difficulty coefficient, mission progress status, and target information of the first virtual target. The system is configured to increase the behavioral parameter value of the first virtual object, the corresponding increase being the corresponding behavioral parameter value of the unit turn.

[0134] In some embodiments, the behavioral parameter value is used to indicate the executable time length for the first virtual object to perform an interaction operation. The second control module further controls the first virtual object to continuously perform interaction operations on the second virtual object when it receives an interaction execution command for the first virtual object. During the process in which the first virtual object continuously performs the interaction operation, the behavior parameter value is configured to be gradually decreased based on the duration for which the interaction operation was performed.

[0135] In some embodiments, the first control module is further configured to control the first virtual operation to stop executing the interaction operation when the behavior parameter value decreases to 0 or when an interaction stop command is received for the first virtual object.

[0136] In some embodiments, the behavioral parameter value is used to indicate the number of times the first virtual object can perform an interaction operation. The second control module, upon receiving an interaction execution command for the first virtual object, further obtains the target number of executions of the interaction operation indicated in the interaction execution command. The first virtual object is controlled to perform an interaction operation corresponding to the target number of executions on the second virtual object, The first virtual object is configured to reduce the number of times it can perform an interaction operation, with the corresponding reduction amount being the target number of executions.

[0137] In some embodiments, the behavioral parameter values ​​are used to indicate the level of interaction operations performed by the first virtual object. When an interaction execution command is received for the first virtual object, the steps of controlling the first virtual object to perform an interaction operation for the second virtual object and reducing the behavior parameter value are: When an interaction execution command is received for the first virtual object, the steps include determining the level of the interaction operation corresponding to the current behavior parameter value of the first virtual object, The steps include controlling the first virtual object to perform an interaction operation corresponding to the level on the second virtual object, and reducing the behavioral parameter value of the first virtual object to 0.

[0138] In some embodiments, the display module further displays at least two attack options on the screen, The system is configured to receive a selection operation for a target attack option among the at least two attack options, and to make the attack operation corresponding to the target attack option the interaction operation. The second control module further controls the first virtual object to execute an attack operation corresponding to the target attack option when it receives an interaction execution command for the first virtual object. The system is configured to reduce the behavioral parameter value of the first virtual target, with the corresponding reduction amount corresponding to the attack strength of the attack operation corresponding to the target attack option.

[0139] In some embodiments, the second control module further reduces the life value of the second virtual object based on the amount of decrease in the behavioral parameter value of the first virtual object. If the life value of the second virtual target after reduction is lower than the life value threshold, the system is configured to cancel the display of the second virtual target on the screen.

[0140] In some embodiments, the second control module further obtains turn information for the current turn if the number of the second virtual objects is at least two. Based on the turn information, select from at least two of the second virtual objects the second virtual object will act upon completion of the interaction in the current turn. The system is configured to display a screen showing the actions of the second virtual target obtained through the selection process.

[0141] In some embodiments, the second control module further acquires target information of the second virtual object, Based on the target information of the second virtual object, the system is configured to determine an action method corresponding to the target information and to display a screen in which the second virtual object adopts the action method and performs the appropriate action.

[0142] In some embodiments, the second control module is further configured to control the first virtual object to a stationary state and display presentation information in response to an interaction command for the first virtual object when the behavior parameter value decreases to 0, the presentation information is intended to prevent the first virtual object from being controlled to perform an interaction operation for the second virtual object.

[0143] In some embodiments, the second control module further displays a level-up icon on the screen when the behavior parameter value of the first virtual object reaches a target value. When a trigger operation is received for the level-up icon, the system is configured to level up the interaction level corresponding to the interaction operation.

[0144] In some embodiments, the first control module further acquires the state parameters of the virtual scene, Determine the maximum value of the behavioral parameter corresponding to the aforementioned state parameter. In the process of increasing the behavioral parameter value of the first virtual object, the system is configured to stop increasing the behavioral parameter value of the first virtual object when the behavioral parameter value of the first virtual object reaches the maximum value of the behavioral parameter.

[0145] Embodiments of the present disclosure provide a computer program product or computer program including computer instructions, which are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, executes the computer instructions, and causes the computer device to perform the control method of the virtual object described in the embodiment of the present disclosure.

[0146] Embodiments of the present disclosure provide a computer-readable storage medium storing executable instructions, and when the executable instructions are executed by a processor, the processor is instructed to perform a method provided in the embodiments of the present disclosure, for example, a method as shown in Figure 4.

[0147] In some embodiments, the computer-readable storage medium may be memory such as FRAM®, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, CD, or CD-ROM, or it may be a variety of devices containing one or any combination of the above-mentioned memories.

[0148] In some embodiments, executable instructions may be written in any form of programming language (including compiled or interpreted languages, or declarative or process-based languages) in the form of a program, software, software module, script, or code, and may be arranged in any form, including being arranged as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0149] For example, executable instructions may, but not necessarily, correspond to files in a file system; they may also be stored as part of files that store other programs or data. For instance, they may be stored in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program being discussed, or in multiple collaborative files (e.g., files storing one or more modules, subprograms, or code sections).

[0150] For example, executable instructions can be arranged to be executed on one computer, or on multiple computer devices located in one place, or on multiple computer devices distributed across multiple locations and interconnected by a communication network.

[0151] The above is merely an example of what is provided for in this disclosure and is not intended to limit the scope of protection provided for in this disclosure. Any modifications, equivalent substitutions, improvements, etc., made in the spirit and scope of this disclosure are included within the scope of protection provided for in this disclosure. [Explanation of symbols]

[0152] 200 servers 300 Networks Terminals 400-1, 400-2 500 Computer Equipment 510 Processor 520 Network Interfaces 530 User Interface 531 Output device 532 Input device 540 bus system 550 memory 555 Control device for virtual targets 5551 Display Module 5552 First control module 5553 Second control module

Claims

1. A method for controlling a virtual object, which is performed by a computer device, A step of displaying a first virtual object in a virtual scene, a second virtual object that interacts with the first virtual object, and turn progress instruction information, wherein the turn progress instruction information is for indicating the progress of the interaction process between the first virtual object and the second virtual object in the current turn. If the turn progress instruction information indicates that the interaction for the current turn has been completed, the step of increasing the action parameter value of the first virtual object and displaying a screen in which the second virtual object takes action, wherein the second virtual object takes action immediately upon completion of the interaction for the current turn, regardless of the action parameter value. If the second virtual object receives an interaction execution command for the first virtual object during the process of the second virtual object acting, the first virtual object is controlled to perform an interaction operation on the second virtual object. A method for controlling a virtual object, comprising the step of reducing the behavior parameter value based on the interaction operation during the process in which the first virtual object performs the interaction operation.

2. The control method for the virtual object further includes: The step includes repeatedly displaying the turn progress instruction information on the screen of the virtual scene, with each repetition period corresponding to one turn. In each repeating cycle, the change in the display format of the turn progress indicator information matches the corresponding change in turn progress. A method for controlling a virtual object according to claim 1.

3. If the turn progress instruction information indicates that the interaction for the current turn has been completed, the step of increasing the behavior parameter value of the first virtual target is: If the turn progress instruction information indicates that the interaction for the current turn has been completed, the process includes the step of controlling the relevant region of the first virtual object to increase the target quantity action mark, thereby indicating that the action parameter value of the first virtual object has increased. The aforementioned related area is an area for displaying behavioral marks of a quantity corresponding to the behavioral parameter value. A method for controlling a virtual object according to claim 1.

4. If the turn progress instruction information indicates that the interaction for the current turn has been completed, the step of increasing the behavior parameter value of the first virtual target is: The action parameter values ​​are displayed according to the action mark display format, and the turn progress instruction information indicates that the interaction for the current turn has been completed, The process includes a step of controlling the display format of the action mark of the first virtual object to change from a first display format to a second display format. The first display format corresponds to the action parameter value of the first virtual object at the completion of the interaction, and the second display format corresponds to the corresponding action parameter value of the unit turn. A method for controlling a virtual object according to claim 1.

5. If the turn progress instruction information indicates that the interaction for the current turn has been completed, the step of increasing the behavior parameter value of the first virtual target is: If the turn progress instruction information indicates that the interaction for the current turn has been completed, the step of obtaining the state parameters of the virtual scene and the corresponding action parameter values ​​of the unit turn corresponding to the state parameters, wherein the state parameters include at least one of the mission difficulty coefficient, mission progress status, and target information of the first virtual object. The step of increasing the behavioral parameter value of the first virtual object, wherein the corresponding increase is the corresponding behavioral parameter value of the unit turn, A method for controlling a virtual object according to claim 1.

6. The aforementioned behavioral parameter values ​​are for indicating the executable time length for the first virtual object to perform an interaction operation. When an interaction execution command for the first virtual object is received, the step of controlling the first virtual object to perform an interaction operation for the second virtual object is: The process includes the step of controlling the first virtual object to continuously perform an interaction operation on the second virtual object when an interaction execution command for the first virtual object is received, In the process in which the first virtual object performs the interaction operation, the step of reducing the behavior parameter value based on the interaction operation is: The process by which the first virtual object continuously performs the interaction operation includes a step of gradually decreasing the behavior parameter value based on the duration of the interaction operation. A method for controlling a virtual object according to claim 1.

7. The control method for the virtual object further includes: The process includes the step of controlling the first virtual object to stop executing the interaction operation when the behavior parameter value decreases to 0 or when an interaction stop command is received for the first virtual object, A method for controlling a virtual object according to claim 6.

8. The aforementioned behavioral parameter value is for indicating the number of times the first virtual object can perform an interaction operation. When an interaction execution command for the first virtual object is received, the step of controlling the first virtual object to perform an interaction operation for the second virtual object is: When an interaction execution command is received for the first virtual object, the steps include obtaining the target number of executions of the interaction operation indicated in the interaction execution command, The steps include controlling the first virtual object to perform an interaction operation corresponding to the target number of executions on the second virtual object, In the process in which the first virtual object performs the interaction operation, the step of reducing the behavior parameter value based on the interaction operation is: In the process in which the first virtual object performs an interaction operation corresponding to the target number of executions, the process includes a step of reducing the number of times the first virtual object can perform the interaction operation, wherein the corresponding reduction amount is the target number of executions. A method for controlling a virtual object according to claim 1.

9. The aforementioned behavioral parameter values ​​are intended to indicate the level of interaction operations performed by the first virtual object. When an interaction execution command for the first virtual object is received, the step of controlling the first virtual object to perform an interaction operation for the second virtual object is: When an interaction execution command is received for the first virtual object, the steps include determining the level of the interaction operation corresponding to the current behavior parameter value of the first virtual object, The steps include controlling the first virtual object to perform an interaction operation corresponding to the level on the second virtual object, In the process in which the first virtual object performs the interaction operation, the step of reducing the behavior parameter value based on the interaction operation is: The process by which the first virtual object performs the interaction operation corresponding to the level includes the step of reducing the behavior parameter value of the first virtual object to 0. A method for controlling a virtual object according to claim 1.

10. The control method for the virtual object further includes: The steps include displaying at least two attack options on the aforementioned screen, The process includes the step of receiving a selection operation for a target attack option from among the at least two attack options, and setting the attack operation corresponding to the target attack option as the interaction operation, When an interaction execution command for the first virtual object is received, the step of controlling the first virtual object to perform an interaction operation for the second virtual object is: The process includes the step of, upon receiving an interaction execution command for the first virtual object, controlling the first virtual object to execute an attack operation corresponding to the target attack option for the second virtual object, In the process by which the first virtual target performs the interaction operation, in the step of reducing the behavioral parameter value based on the interaction operation, the corresponding amount of reduction corresponds to the attack strength of the attack operation corresponding to the target attack option. A method for controlling a virtual object according to claim 1.

11. The control method for the virtual object further includes: A step of reducing the life value of the second virtual target based on the amount of decrease in the behavioral parameter value of the first virtual target, The step of canceling the display of the second virtual object on the screen if the life value of the second virtual object after reduction is lower than the life value threshold, A method for controlling a virtual object according to claim 10.

12. The step of displaying the screen in which the second virtual object acts is: If the number of the second virtual objects is at least two, the steps include obtaining the turn information for the current turn, Based on the turn information, the step of selecting a second virtual object from at least two of the second virtual objects to act upon completion of the interaction in the current turn, The process includes the step of displaying a screen in which the selected second virtual target acts, A method for controlling a virtual object according to claim 1.

13. The step of displaying the screen in which the second virtual object acts is: The steps include obtaining target information for the second virtual target, The process includes the steps of determining an action method corresponding to the target information of the second virtual object based on the target information of the second virtual object, and displaying a screen in which the second virtual object adopts the action method and performs an appropriate action, A method for controlling a virtual object according to claim 1.

14. The control method for the virtual object further includes: When the behavior parameter value decreases to 0, the step of controlling the first virtual object to be in a stationary state in response to an interaction execution command for the first virtual object, and displaying presentation information, wherein the presentation information is presented in such a way that the first virtual object cannot be controlled to perform an interaction operation for the second virtual object. A method for controlling a virtual object according to claim 1.

15. The control method for the virtual object further includes: When the behavioral parameter value of the first virtual target reaches the target value, the step of displaying a level-up icon on the screen, The process includes the step of, upon receiving a trigger operation on the level-up icon, performing a level-up to the interaction level corresponding to the interaction operation, A method for controlling a virtual object according to claim 1.

16. If the turn progress instruction information indicates that the interaction for the current turn has been completed, the control method of the virtual object further: The steps include: obtaining the state parameters of the virtual scene; The steps include determining the maximum value of the behavioral parameter corresponding to the state parameter, The process of increasing the behavioral parameter value of the first virtual object includes the step of stopping the increase in the behavioral parameter value of the first virtual object when the behavioral parameter value of the first virtual object reaches the maximum value of the behavioral parameter, A method for controlling a virtual object according to claim 1.

17. A control device for a virtual object, A display module configured to display a first virtual object in a virtual scene, a second virtual object that interacts with the first virtual object, and turn progress instruction information, wherein the turn progress instruction information is for indicating the progress of the interaction process between the first virtual object and the second virtual object in the current turn; A first control module is configured to increase the action parameter value of the first virtual object and display a screen showing the action of the second virtual object when the turn progress instruction information indicates that the interaction of the current turn has been completed, wherein the second virtual object acts immediately upon completion of the interaction of the current turn, regardless of the action parameter value, and the first control module The system includes a second control module configured to control the first virtual object to perform an interaction operation on the second virtual object if the second virtual object receives an interaction execution command for the first virtual object during the process of the second virtual object acting, The second control module is further configured to control a virtual object, which reduces the behavior parameter value based on the interaction operation during the process in which the first virtual object performs the interaction operation.

18. Computer equipment, Memory for storing executable instructions, A computer device comprising: a processor for realizing a virtual object control method according to any one of claims 1 to 16 when executing an executable instruction stored in the memory.

19. A computer program that causes a processor to execute a control method for a virtual object described in any one of claims 1 to 16.