Methods and equipment for controlling virtual objects, and storage media and electronic devices.
Patent Information
- Application Number
- TH2401007234
- Authority / Receiving Office
- TH · TH
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-26
- Publication Date
- 2026-08-10
AI Technical Summary
Existing virtual object control methods are inefficient on mobile devices and cannot accurately control the release range of virtual props and adjust the game perspective at the same time.
By displaying target controls and operation prompt layers in the display interface, responding to touch operations, and adjusting layers and perspectives, the function of controlling virtual objects, casting props, and adjusting the perspective in the same operation is realized.
The control efficiency of virtual objects is improved, rich control effects are provided, and the problem of low efficiency in the existing technology is solved.
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Abstract
Description
Virtual object control method and device, storage medium and electronic device
[0001] Priority information
[0002] This application claims priority to the Chinese patent application filed with the China Patent Office on October 14, 2022, with application number 202211261278.5 and application name “Virtual Object Control Method and Device, Storage Medium and Electronic Device”, the entire contents of which are incorporated by reference into this application. Technical Field
[0003] The present application relates to the field of computers, and in particular to a method and device for controlling a virtual object, a storage medium, and an electronic device. Background Art
[0004] With the continuous upgrade of mobile device performance, role-playing 3D real-life games are becoming more and more popular. The various game play methods of previous PC console games have been ported to mobile phones, so various special operations need to be implemented on mobile phones. For example, in PC games, the virtual character's field of view and skill casting operations can be controlled by keyboard and mouse respectively, but in mobile games, since the virtual character can usually only be controlled by touch, the two operations of adjusting the virtual character's field of view and skill casting can only be achieved through two different touch operations in succession. For example, when controlling a fixed game field of view, the skill casting trajectory is adjusted through touch operation, or, when the skill trajectory is fixed, the game perspective is adjusted through touch operation.
[0005] The existing method cannot take into account the adjustment of the game field of view and the adjustment of the casting of game skills in the game. In other words, the existing virtual object control method has the technical problem of low control efficiency.
[0006] To address the above-mentioned problems, no effective solutions have been proposed so far.
[0007] Summary of the Invention
[0008] The embodiments of the present application provide a method and device for controlling a virtual object, a storage medium, and an electronic device, so as to at least solve the technical problem of low efficiency of existing methods for controlling virtual objects.
[0009] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided, comprising: displaying a target control on a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by the target virtual object from a first perspective; in response to a touch operation on the target control, superimposing an operation prompt layer matching the first perspective on the target control, wherein the operation prompt layer is used to indicate a release range of a target virtual prop that can be used by the target virtual object; when a touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, displaying release preview information of the target virtual prop matching the first stop position in the first virtual scene screen; and when it is determined that the touch point moves to a second stop position outside the first display area where the operation prompt layer is currently displayed, adjusting the operation prompt layer to a second display area matching the second stop position, and adjusting the first virtual scene screen displayed on the display interface to a second virtual scene screen, wherein the second virtual scene screen is a screen of the virtual scene observed by the target virtual object from the second perspective.
[0010] According to another aspect of the embodiment of the present application, a control device for a virtual object is further provided, comprising: a first display unit for displaying a target control in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by the target virtual object under a first perspective; a second display unit for superimposing an operation prompt layer matching the first perspective on the target control in response to a touch operation on the target control, wherein the operation prompt layer is used to prompt the target virtual object to use a target virtual prop for a release range, and the touch point corresponding to the touch operation stops at the touch point. When the touch point is at the first stop position in the operation prompt layer, the casting preview information of the target virtual prop matching the first stop position is displayed in the first virtual scene screen; the adjustment unit is used to adjust the operation prompt layer to the second display area matching the second stop position when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, and adjust the first virtual scene screen displayed in the display interface to the second virtual scene screen, wherein the second virtual scene screen is a screen of the virtual scene observed by the target virtual object from the second perspective.
[0011] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is configured to execute the above-mentioned virtual object control method when running.
[0012] According to another aspect of the embodiments of the present application, a computer program product is provided, comprising a computer program / instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer program / instructions from the computer-readable storage medium and executes the computer program / instructions, causing the computer device to perform the above-described method for controlling a virtual object.
[0013] According to another aspect of the embodiments of the present application, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the virtual object control method through the computer program.
[0014] In an embodiment of the present application, a target control is displayed in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object under a first perspective; in response to a touch operation on the target control, an operation prompt layer matching the first perspective is superimposed on the target control, and the operation prompt layer is used to prompt the target virtual object of a release range of a target virtual prop that can be used; when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the screen displayed in the display interface is changed to the second stop position. The first virtual scene screen is adjusted to the second virtual scene screen, so that special operation controls for controlling virtual objects are displayed in the display interface, so that when a touch operation on the target control is detected, an operation prompt layer is displayed, so that the release range of the virtual props is accurately controlled according to the position of the touch point in the operation prompt layer, and when the touch point is in a special position, a function of quickly adjusting the game perspective is provided, that is, the same operation can simultaneously control the virtual object to release props and adjust the perspective of the virtual object, thereby providing rich control effects, improving the control efficiency of the virtual object, and thus solving the technical problem of low efficiency of the existing virtual object control method. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0016] FIG1 is a schematic diagram of a hardware environment of an optional virtual object control method according to an embodiment of the present application;
[0017] FIG2 is a flowchart of an optional method for controlling a virtual object according to an embodiment of the present application;
[0018] FIG3 is a schematic diagram of an optional method for controlling a virtual object according to an embodiment of the present application;
[0019] FIG4 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0020] FIG5 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0021] FIG6 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0022] FIG7 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0023] FIG8 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0024] FIG9 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0025] FIG10 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0026] FIG11 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0027] FIG12 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0028] FIG13 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0029] FIG14 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0030] FIG15 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0031] FIG16 is a flowchart of another optional method for controlling a virtual object according to an embodiment of the present application;
[0032] FIG17 is a schematic structural diagram of an optional virtual object control device according to an embodiment of the present application;
[0033] FIG18 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0034] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.
[0035] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0036] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided. As an optional implementation method, the above-mentioned method for controlling a virtual object can be, but is not limited to, applied to a control system of a virtual object in a hardware environment as shown in FIG1 , wherein the control system of the virtual object can include, but is not limited to, a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. A target client (as shown in FIG1 , taking the target client as a game application client as an example) is respectively running in the terminal device 102 and the terminal device 110. The above-mentioned terminal device 102 and the terminal device 110 respectively include a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display a virtual game scene (as shown in FIG1 ), and is also used to provide a human-computer interaction interface to receive human-computer interaction operations for controlling a controlled virtual object in the virtual scene, and the virtual object will complete the game task set in the virtual scene. The processor is used to generate interaction instructions in response to the above-mentioned human-computer interaction operations and send the interaction instructions to the server. The memory is used to store relevant attribute data, such as object attribute information of the controlled virtual object and attribute information of the held virtual props. This attribute information may include, but is not limited to, information used to identify the virtual object and its current location. The terminal device 102 runs a client for controlling the first virtual object; optionally, if the second virtual object is a virtual object controlled by the terminal device, the terminal device 110 runs a client for controlling the second virtual object. The second virtual object and the first virtual object can be controlled in the game to perform certain interactive events, such as attack events, defense events, skill casting events, etc.
[0037] In addition, the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads the virtual scene information of each virtual object and the operation information performed by each virtual object from the database 108. Assuming that the terminal device 102 in Figure 1 is used to control the first virtual object, and the terminal device 104 is used to control the second virtual object in the same game task, the specific process of this embodiment is as follows: as in steps S102 to S106, the virtual scene where the first virtual object is located is displayed in the terminal device 102; then the target control is displayed in the display interface displaying the first virtual scene screen, wherein the first virtual scene screen is the screen of the virtual scene observed by the target virtual object under the first perspective; in response to the touch operation on the target control, an operation prompt layer matching the first perspective is superimposed on the target control, wherein the operation prompt layer is used to prompt the target virtual object to use the target virtual props. When the touch point corresponding to the touch operation stops at the first stop position in the operation prompt layer, the first virtual scene screen is displayed with respect to the first stop position. The matching target virtual prop's casting preview information; then, as in step S108, the terminal device 102 sends the touch operation information to the server 106 via the network 104; then the server 106 executes step S110 to generate a second virtual scene picture according to the touch operation information; then, as in step S112, the server 106 sends the second virtual scene picture to the terminal device 102 via the network 104; finally, the terminal device 102 executes step S116, and when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene picture displayed in the display interface is adjusted to the second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective.
[0038] As another optional implementation, when the terminal device 102 or the terminal device 110 has relatively strong computing and processing capabilities, the above step S110 may also be completed by the terminal device 102 or the terminal device 110. This is an example and is not limited in this embodiment.
[0039] Optionally, in this embodiment, the terminal device may be a terminal device configured with a target client, which may include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop, a tablet computer, a PDA, an MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target client may be a video client, an instant messaging client, a browser client, an educational client, or the like that supports providing shooting game tasks. The network may include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network, and a wide area network, and the wireless network includes: Bluetooth, WIFI, and other networks that implement wireless communication. The server may be a single server, or a server cluster consisting of multiple servers, or a cloud server. The above is only an example, and this embodiment does not impose any limitation on this.
[0040] Optionally, in this embodiment, the virtual object control method described above can be applied to, but is not limited to, a gaming terminal application (Application, APP) that completes a predetermined competitive game task in a virtual scene, such as a virtual competitive game application in a Multiplayer Online Battle Arena (MOBA) game application. The competitive game task described above can be, but is not limited to, a game task completed by a current player through human-computer interaction virtual objects controlling a virtual object in a virtual scene through competitive interaction with virtual objects controlled by other players. The virtual object control method described above can also be applied to terminal applications such as massively multiplayer online role-playing games (MMORPGs), in which the current player can complete social game tasks in the game through role-playing from the first-person perspective of a virtual object, for example, completing game tasks together with other virtual objects. The social game tasks herein can be, but are not limited to, running in an application (such as a non-standalone game app) in the form of a plug-in or mini-program, or running in an application (such as a standalone game app) within a game engine. The types of the aforementioned game applications may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. The above are merely examples and are not intended to be limiting in this embodiment.
[0041] The above-described embodiments of the present application may also be applied, but are not limited to, to open-world games. Open-world refers to a game where the combat scenes are completely free and open, allowing players to freely explore in any direction. The boundaries between different directions are very large, and the scenes contain simulated objects of various shapes and sizes that can physically collide or interact with players, AI, and other entities. In open-world games, players can control virtual objects to complete game tasks through interactive confrontations.
[0042] In an embodiment of the present application, a target control is displayed in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object under a first perspective; in response to a touch operation on the target control, an operation prompt layer matching the first perspective is superimposed on the target control, and the operation prompt layer is used to prompt the target virtual object of a casting range of a target virtual prop that can be used; when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the control in the display interface is changed to the second stop position. The displayed first virtual scene screen is adjusted to the second virtual scene screen, so that a special operation control for controlling the virtual object is displayed in the display interface, so that when a touch operation on the target control is detected, an operation prompt layer is displayed, so as to accurately control the release range of the virtual prop according to the position of the touch point in the operation prompt layer, and when the touch point is in a special position, the operation prompt layer is adjusted to the second display area matching the second stop position, and the first virtual scene screen displayed in the display interface is adjusted to the second virtual scene screen, wherein the second virtual scene screen is a screen of the virtual scene observed by the target virtual object from the second perspective.
[0043] As an optional implementation, as shown in FIG2 , the virtual object control method includes the following steps:
[0044] S202, displaying a target control in a display interface displaying a first virtual scene image, wherein the first virtual scene image is an image of a virtual scene observed by a target virtual object from a first perspective;
[0045] Specifically, in this embodiment, the first virtual scene image is an image of the virtual scene from a first perspective of the target virtual object.
[0046] S204, in response to the touch operation on the target control, overlaying and displaying an operation prompt layer that matches the first perspective on the target control;
[0047] The operation prompt layer is used to indicate the target virtual object's available range for the target virtual item. When the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, a preview of the target virtual item's availability corresponding to the first stop position is displayed in the first virtual scene. The operation prompt layer can be used to indicate the target virtual item's available range for the target virtual object at that location.
[0048] The first docking position in the operation prompt layer may be a position in a preset area for docking the touch point in the operation prompt layer.
[0049] S206, if it is determined that the touch point has moved to a second docking position outside the first display area where the currently displayed operation prompt layer is located, adjusting the operation prompt layer to a second display area that matches the second docking position, and adjusting the first virtual scene image displayed in the display interface to the second virtual scene image;
[0050] The second virtual scene image is the image of the virtual scene as viewed from the second perspective by the target virtual object. That is, the second virtual scene image is the image of the virtual scene from the second perspective of the target virtual object. The second docking position may be a position within a preset area for docking the touch point outside the first display area where the currently displayed operation prompt layer resides.
[0051] It should be noted that in this embodiment, the target virtual object can be a virtual character, avatar, or persona controlled by the player in the game. It is understood that the player can control the target virtual object to perform operations corresponding to the target control and simultaneously adjust the viewing angle of the target object to switch between different game scenes using the method described in the above steps.
[0052] In step S202, the target control can be an attack control for triggering an attack operation, or a skill control for triggering a skill operation. For example, the target control can be an attack tool control corresponding to a virtual attack tool, or a skill control corresponding to a virtual skill. This embodiment does not limit the operation type corresponding to the target control.
[0053] Optionally, the touch operation in the above step S204 can be a long press operation, a single click operation, or a double-click operation. This embodiment does not limit the type of the above touch operation.
[0054] It should be further explained that the operation prompt layer matching the first perspective in the above step S204 means that the operation prompt layer corresponds to the first perspective of the target virtual object, and the area displayed by the operation prompt layer can be used to indicate the virtual scene observed by the target virtual object from the first perspective. The operation prompt layer in the above step S204 can be a display layer superimposed on the target control, and the range displayed by the layer is used to indicate the virtual scene from the first perspective of the currently controlled virtual object, and the elements displayed in the operation prompt layer indicate the casting preview information of the target virtual prop of the target control. The casting preview information can be, for example, operation aiming information, operation range information, operation target information, etc. For example, when the control operation corresponding to the target control is a shooting operation, a prompt pattern for indicating the aiming information can be displayed in the operation prompt layer. As an optional method, the aiming information can be indicated according to the direction of the prompt line displayed in the operation prompt layer. In another method, the shooting curve information of the shooting prop can be indicated by the curve displayed in the prompt layer. For another example, when the control operation corresponding to the target control is a skill casting operation of a special prop, a prompt pattern for indicating the range information of the skill casting can be displayed in the operation prompt layer. In an optional method, the trajectory information of the skill casting can be indicated according to the effect curve displayed in the operation prompt layer. In another optional method, the overall range in the virtual scene can be indicated by the operation prompt layer, and the color block displayed in the operation prompt layer can indicate the range of the above-mentioned skill in the virtual scene.
[0055] The touch point in step S204 is further explained below. The above-mentioned touch point is a display element displayed in the operation prompt layer. In addition to being used to indicate the casting information of the target virtual prop, it can also be used to indicate the currently received touch operation information. For example, the above-mentioned touch point can be used to indicate the actual touch area of the current operating object (such as the player) in the display area. The above-mentioned touch point can also be used to indicate the corresponding operation area of the actual touch area of the current operating object (such as the player) in the display area. In other words, the position of the above-mentioned touch point may be different from the position of the actual touch area of the current operating object in the display area.
[0056] In this embodiment, the casting preview information of the target virtual item can be indicated by displaying a prompt element including the above-mentioned touch point in the operation prompt layer, and at the same time as the prompt element is displayed in the operation prompt layer, the casting preview information of the target virtual item that matches the position of the touch point is synchronously displayed in the virtual scene. For example, if the target virtual item is a virtual shooting item, the aiming information of the target virtual item (such as a crosshair mark) is synchronously previewed and displayed in the virtual scene; if the target virtual item is a virtual throwing item, the throwing trajectory curve of the target virtual item is synchronously previewed and displayed in the virtual scene; if the target virtual item is a virtual skill item, the skill range of the target virtual item is synchronously previewed and displayed in the virtual scene.
[0057] In this embodiment, when the touch point of the touch operation in step S204 stops at the first stop position in the operation prompt layer, the casting preview information of the target virtual prop that matches the first stop position is displayed in the first virtual scene screen. Specifically, the casting preview information of the target virtual prop is displayed at the display position that matches the first stop position in the first virtual scene screen.
[0058] The following describes the first display area in step S206. It should be noted that, in response to a touch operation on the target control, the default display area of the operation prompt layer may be the first display area, corresponding to the first perspective of the current virtual object; when the touch point moves outside the first display area, the second perspective of the virtual object is adjusted accordingly according to the position of the touch point, and the virtual scene image under the second perspective is displayed. It is understandable that, when the touch point moves within the first display area, the virtual object can be controlled to maintain the current game perspective unchanged, that is, to keep displaying the image of the virtual scene observed under the first perspective.
[0059] The following describes two optional display modes of the operation prompt layer with reference to FIG3 and FIG4 .
[0060] As shown in Figure 3 (a), the target control 301 is an optional display style of the target control. In response to a long press operation on the target control 301, the control display pattern shown in Figure 3 (b) is then displayed, that is, the operation prompt layer 302 is superimposed on the target control 301, and the touch point 303 and the arrow 304 are displayed in the operation prompt layer. It can be understood that the fan-shaped area displayed by the currently displayed operation prompt layer 302 can be used to indicate the virtual game scene under the first perspective observed by the current virtual object, and the area where the current operation prompt layer is located can be the above-mentioned first display area. The touch point 303 displayed in the operation prompt layer 302 can be used to indicate the touch range of the currently received touch signal, that is, the position where the player actually touches, and the position information of the touch signal is used to indicate the casting effect range of the target virtual prop corresponding to the target control 301. For example, when the target control 301 is a shooting prop control, the current position of the touch point 303 in the operation prompt area is used to indicate that the current aiming direction is straight ahead; when the target control 301 is a skill prop control, the current position of the touch point 303 in the operation prompt area is used to indicate the scope of the current skill, which is the mapping area of the display area of the touch point 303 in the operation prompt layer in the virtual game scene. Then, when the touch point moves outside the first display area, as shown in Figure (c) of Figure 3, the operation prompt layer 305 located in the second display area is displayed according to the position of the touch point 303, and the second perspective can be determined according to the deviation angle between the current touch point 303 and the first display area where the operation prompt layer 302 is located, and a virtual scene image matching the second perspective is displayed.
[0061] The target control 401 shown in FIG. 4 (a) is another optional display style of the target control. In response to a long press operation on the target control 401, the control display pattern shown in FIG. 4 (b) is then displayed, that is, the target control 401 is switched to a touch point 402, and an operation prompt layer 403 in the form of a slider is superimposed on it. The rectangular range displayed by the currently displayed operation prompt layer 402 can be used to indicate the virtual game scene under the first perspective observed by the current virtual object, and the area where the current operation prompt layer is located can be the above-mentioned first display area. The touch point 402 displayed in the operation prompt layer 403 can be used to indicate the touch range of the currently received touch signal, that is, the actual touch position of the player, and the position information of the touch signal is used to indicate the release range of the target virtual prop corresponding to the target control 401. For example, in the case where the target control 401 is a shooting prop control, through the current touch point 4 02 in the operation prompt area (i.e., the center of the slider) indicates that the current aiming direction is straight ahead; in the case where the target control 401 is a skill prop control, the current position of the touch point 402 in the operation prompt area indicates the scope of the current skill, which is the mapping area of the display area of the touch point 402 in the operation prompt layer in the virtual game scene, that is, the center of the slider can be used to correspond to the central position of the virtual scene. Then, when the touch point moves outside the first display area, as shown in Figure (c) in Figure 4, the second display area can be determined based on the position of the current touch point 402, and the operation prompt layer 404 can be displayed in the second display area. At the same time, based on the deviation distance between the touch point 402 and the first display area 405 where the operation prompt layer is located before adjustment, combined with the mapping relationship between the deviation distance and the perspective adjustment, the perspective size that needs to be adjusted is determined, thereby determining the second perspective, and synchronously displaying the virtual scene image matching the second perspective.
[0062] The following describes the implementation of the above-mentioned method of the present application in a specific game scene in conjunction with Figures 5 and 6. As shown in Figure 5, the currently displayed game interface includes the scene screen observed by the target virtual character from the first perspective. In response to a long press operation on the target control 501, an operation prompt layer 502 is superimposed on the target control 501, and a touch point 503 and an arrow 504 are displayed in the operation prompt layer. It is understood that the fan-shaped area displayed by the currently displayed operation prompt layer 502 can be used to indicate the virtual game scene from the first perspective observed by the current virtual object, and the area where the current operation prompt layer is located can be the above-mentioned first display area. The touch point 503 displayed in the operation prompt layer 502 can be used to indicate the touch range of the currently received touch signal, that is, the actual touch position of the player, and the position information of the touch signal is used to indicate the casting range of the target virtual prop corresponding to the target control 501. As shown in Figure 5, when the target control 501 is a shooting prop control, the position of the current touch point 503 and the arrow 504 in the operation prompt area is used to indicate that the current aiming direction is straight ahead, and the trajectory 505 is displayed in the virtual scene to indicate the release preview information of the current shooting prop; then, when the touch point moves outside the first display area, as shown in Figure 6, when the second perspective is determined according to the position of the touch point, the virtual scene picture matching the second perspective is displayed. As shown in Figure 6, a virtual object 601 that was originally not observable in the first perspective is displayed in the second perspective.
[0063] In this embodiment, the second display area is a display area that matches (corresponds to) the second parking position, and specifically may be a display area within a preset range where the second parking position is located.
[0064] In this embodiment, the second virtual scene image is an image of the virtual scene observed by the target virtual object from the second viewing angle.
[0065] Through the above-mentioned implementation mode of the present application, a target control is displayed in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object under a first perspective; in response to a touch operation on the target control, an operation prompt layer matching the first perspective is superimposed on the target control, and the operation prompt layer is used to prompt the target virtual object of the casting range of the target virtual props; when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the operation prompt layer displayed in the display interface is changed to the second stop position. The first virtual scene screen is adjusted to the second virtual scene screen, so that special operation controls for controlling virtual objects are displayed in the display interface, so that when a touch operation on the target control is detected, an operation prompt layer is displayed, so that the release range of the virtual props is accurately controlled according to the position of the touch point in the operation prompt layer, and when the touch point is in a special position, a function of quickly adjusting the game perspective is provided, so that the virtual object can be controlled to release props and adjust the perspective of the virtual object at the same time in the same operation, thereby providing rich control effects, improving the control efficiency of the virtual object, and thus solving the technical problem of low efficiency of the existing virtual object control method.
[0066] As an optional embodiment, after the above-mentioned superimposition and display of the operation prompt layer matching the first perspective on the target control, it also includes: in response to a first trigger operation on the first reference stop position in the operation prompt layer in the first display area, in the virtual scene presented by the first virtual scene screen, placing the target virtual prop according to the first placement preview information matching the first reference stop position.
[0067] As an optional embodiment, before placing the target virtual prop according to the first placement preview information that matches the first reference stopping position, it also includes: when it is determined that the first reference stopping position is adjusted to the second reference stopping position, in response to a second trigger operation on the second reference stopping position, in the virtual scene presented by the first virtual scene screen, placing the target virtual prop according to the second placement preview information that matches the second reference stopping position.
[0068] It can be understood that in this embodiment, in response to a long press operation on the target control, an operation prompt layer is superimposed and displayed in the first display area including the target control. The player can continue to slide the touch point in the operation prompt layer to control the release range of the virtual prop corresponding to the target control, and synchronously adjust the release preview information in the virtual scene. When a release operation is detected (such as the finger leaves the screen), the prop is released according to the release preview information.
[0069] The implementation of the above method will be further described below with reference to FIG7 and FIG8 .
[0070] As shown in Figure 7 (a), when the target control is a control for triggering a skill prop with a deflectable trajectory, in response to a long press operation on the target control, an operation prompt layer is superimposed on the target control, and at the same time, the casting preview information, i.e., trajectory 701, is displayed in the virtual scene. It can be understood that when the target control is just triggered, the default position of the touch point is the first position of Figure 7 (a), i.e., it is in the center of the operation prompt layer, and the default preview skill trajectory in the virtual scene is a straight line. Then, in response to the touch point in the display operation prompt layer moving to the second position, that is, displayed as shown in Figure 7 (b), according to the second position of the touch point, the display trajectory 702 is controlled in the virtual scene, that is, the preview trajectory is controlled to be synchronously deflected according to the position of the touch point; when the touch point continues to move, that is, as shown in Figure 7 (c), according to the third position of the touch point, the display trajectory 703 is controlled in the virtual scene, that is, the preview trajectory is controlled to be synchronously deflected according to the position of the touch point. Finally, in response to the touch release operation at the above-mentioned third position, the skill props can be controlled to cast the skill effect according to trajectory 703.
[0071] As shown in Figure 8 (a), when the target control is a control of a skill prop for triggering an area effect, in response to a long press operation on the target control, an operation prompt layer is superimposed on the target control, and at the same time, the casting preview information, i.e., the action area 801, is displayed in the virtual scene. It can be understood that when the target control is just triggered, the default position of the touch point is the first position of Figure 8 (a), i.e., in the center of the operation prompt layer, and the default preview skill action area in the virtual scene is a specific area in the center of the current field of view. Next, in response to the touch point in the display operation prompt layer moving to the second position, that is, displaying as shown in Figure 8 (b), according to the second position of the touch point, the display of the effective area 802 is controlled in the virtual scene, that is, the preview trajectory is controlled to be synchronously deflected according to the position of the touch point; when the touch point continues to move, that is, displaying as shown in Figure 8 (c), according to the third position of the touch point, the display of the effective area 803 is controlled in the virtual scene, that is, the preview effective area is controlled to move synchronously according to the position of the touch point. Finally, in response to the touch release operation of the above-mentioned third position, the skill props can be controlled to cast skill effects in the effective area 803.
[0072] Through the above-mentioned implementation manner of the present application, when it is determined that the first reference stop position is adjusted to the second reference stop position, in response to the second trigger operation on the second reference stop position, in the virtual scene presented by the first virtual scene screen, the target virtual prop is placed according to the second placement preview information matching the second reference stop position. When it is determined that the first reference stop position is adjusted to the second reference stop position, in response to the second trigger operation on the second reference stop position, in the virtual scene presented by the first virtual scene screen, the target virtual prop is placed according to the second placement preview information matching the second reference stop position. Thus, by receiving the position information of the touch point in the operation prompt layer, the preview placement area of the virtual prop is adjusted in real time, thereby improving the control efficiency of the virtual prop.
[0073] As an optional implementation, after overlaying an operation prompt layer matching the first perspective on the target control, it also includes: while the touch point moves, the display area where the operation prompt layer displayed in the display interface is located is synchronously adjusted with the touch point.
[0074] It can be understood that in this embodiment, when the touch point moves within the first display area, the preview information of the target virtual prop is displayed according to the position information of the touch point, and the control operation prompt layer remains unchanged; when the touch point moves from the first display area to outside the first display area, the control operation prompt layer is adjusted synchronously with the position of the touch point.
[0075] The following describes how to adjust the operation prompt layer described above, with reference to Figure 9 . As shown in Figure 9 (a), in response to a long press on target control 901, an operation prompt layer 902 is displayed on target control 901, along with a touch point 903 and an arrow 904, indicating the preview trajectory of the current target virtual item. Next, in response to a movement of touch point 903, when it reaches the right edge of operation prompt layer 902, the control pattern shown in Figure 9 (b) is displayed, displaying touch point 905 at the right edge of the first display area and a corresponding arrow 906. Next, in response to touch point 905 continuing to move to a second position outside the first display area, as shown in Figure 9 (c), touch point 908 at the second position and a corresponding arrow 909 are displayed, along with a synchronously adjusted operation prompt layer 907. As shown in Figure 9 (c), operation prompt layer 907 is the original operation prompt layer 902 rotated according to touch point 908. It is understood that the area where the current operation prompt layer 907 is located can be the second display area. Furthermore, as touch point 905 moves to the location of touch point 908, the operation prompt layer can be rotated and updated in real time based on the real-time location of the touch point, and the updated operation prompt layer can be displayed in real time. It should be noted that since the operation prompt layer can be used to indicate the current perspective of the target virtual object, the game perspective of the current target virtual object can be adjusted synchronously with the movement of the touch point.
[0076] Furthermore, because the position of the operation prompt layer can be adjusted synchronously according to the position of the touch point, the relative position of the touch point and the operation prompt layer always remains stable. Thus, while the position of the operation prompt layer is adjusted synchronously according to the position of the touch point, the preview information of the prop casting indicated by the touch point remains fixed. For example, in Figure 9 (b), touch point 905 is located at the edge of the operation prompt layer 902, which can be used to indicate that the preview track of the current target virtual prop is deflected 60° to the right; and in Figure 9 (c), touch point 908 is also located at the edge of the operation prompt layer 907, which can also be used to indicate that the preview track of the current target virtual prop is deflected 60° to the right relative to the front direction of the current perspective.
[0077] Through the above-mentioned implementation mode of the present application, the display area where the operation prompt layer displayed in the display interface is located is synchronously adjusted with the touch point while the touch point moves, and the operation prompt layer and the game perspective of the target virtual object are controlled to be synchronously adjusted according to the position of the touch point, thereby realizing the linkage relationship between the operation prompt layer and the touch point, and realizing the quick linkage adjustment of the casting preview information of the target virtual props and the game perspective of the target virtual character.
[0078] As an optional embodiment, after the first virtual scene picture displayed in the display interface is adjusted to the second virtual scene picture, it also includes: in response to a third trigger operation on the third reference stop position in the operation prompt layer in the second display area, in the virtual scene presented by the second virtual scene picture, the target virtual prop is placed according to the third placement preview information matching the third reference stop position.
[0079] It should be noted that, in this embodiment, after the first virtual scene screen displayed in the display interface is adjusted to the second virtual scene screen according to the relative position relationship between the touch point and the first display area, the touch point can continue to be controlled to move in the operation prompt layer displayed in the second display area, and the release preview information can be synchronously adjusted according to the position of the touch point. When a trigger operation is detected, the target virtual prop is released in the second virtual scene according to the latest release preview information.
[0080] The above method is further described below with reference to FIG10 . As shown in FIG10 (a), in response to a triggering operation on target control 1001, an operation prompt layer 1002 is superimposed and displayed on target control 1001. Simultaneously, a default preview track of the virtual item, i.e., track 1003, is displayed in the first virtual scene. It is understood that the area where the operation prompt layer 1002 is currently located is the aforementioned first display area. Next, in response to the movement of the touch point within the operation prompt layer 1002, the preview track is controlled to be synchronously deflected. As shown in FIG10 (b), if the touch point is located at the left edge of the operation prompt layer 1002, track 1004 is controlled to be displayed, indicating that the current track offset angle has reached its maximum value. Then, in response to the movement of the touch point, if the touch point moves out of the first display area where the operation prompt layer 1002 is located, the operation prompt layer is controlled to rotate synchronously according to the position of the touch point. Simultaneously, the game perspective of the target virtual object is synchronously rotated according to the rotation angle of the operation prompt layer, and the virtual game scene is displayed from the current game perspective. As shown in Figure 10(c), when the touch point displayed in the operation prompt layer moves to the position shown in Figure 10(c), the operation prompt layer 1005 matching the current touch point position is controlled and displayed, along with the virtual scene image corresponding to the operation prompt layer 1005 and the virtual object 1007 that appears on the image. It is understood that during the perspective adjustment process, trajectory 1006 maintains the maximum angle and deflects synchronously with the game perspective, thereby determining the end point of the current virtual item's release trajectory, i.e., the location of virtual object 1007, based on the preview trajectory information. Furthermore, under the current perspective and preview trajectory, releasing target control 1001 can control the virtual item to hit virtual object 1007 along trajectory 1006.
[0081] Through the above-mentioned implementation of the present application, in response to the third trigger operation on the third reference stop position in the operation prompt layer in the second display area, in the virtual scene presented by the second virtual scene screen, the target virtual prop is cast according to the third casting preview information matching the third reference stop position, thereby providing a flexible and efficient control method of the control. The player can long press the skill control to call out the operation prompt layer, and control the skill trajectory and game perspective according to the touch point in the operation prompt layer, thereby avoiding the tedious operations brought about by controlling the perspective and range of action respectively through two different touch operations, thereby achieving the improvement of the control efficiency of the virtual object and solving the technical problem of low efficiency of the existing virtual object control method.
[0082] As an optional method, after the target virtual prop is cast, the method further includes: hiding the operation prompt layer.
[0083] It can be understood that in this embodiment, the operation prompt layer can be called out by long pressing the target control, and the operation prompt layer can be hidden when the target control is released, thereby avoiding the operation prompt layer from covering other display elements in the display interface due to long-term display. The operation prompt area is displayed only when the target control is triggered, thereby improving the display efficiency of the operation prompt layer.
[0084] As an optional implementation, after the above-mentioned operation prompt layer matching the first perspective is superimposed and displayed on the target control, it includes: hiding the operation prompt layer when it is determined that the touch point moves to the target operation position configured for the operation prompt layer.
[0085] It should be noted that in this embodiment, after long-pressing the target control to call out the operation prompt layer, you can move the touch point to the target operation position and hide the operation prompt layer to cancel the skill triggering operation. For example, you can move the touch point to the center point of the skill control, or move the touch point to the operation position within the game operation interface that is the target distance from the operation prompt layer to complete the skill cancellation operation.
[0086] Through the above-mentioned implementation of the present application, when it is determined that the touch point has moved to the target operation position configured for the operation prompt layer, the operation prompt layer is hidden, thereby providing a cancellation operation after the control is triggered, so as to avoid the incorrect release of skills caused by accidental touch operations and improve the accuracy of virtual prop control.
[0087] A complete implementation of the present application is described below with reference to FIG10 and FIG11 .
[0088] When the player releases a skill with a ballistic trajectory, they can selectively release it through the virtual joystick of the skill button. After pressing the finger, move it up, down, left, and right without releasing it. At this time, you can control the preset direction of the skill's ballistic trajectory. After releasing it, you can release the skill. As shown in Figure 10 (a) and Figure 10 (b), when pre-releasing the skill (that is, long pressing the skill control to display the operation prompt layer), the player can slide his finger left and right to choose whether the pre-release trajectory of the skill turns left or right, but the sliding range is limited to the marked virtual joystick fan range. The fan range is about 120 degrees, and the finger can slide freely within this area to control the release trajectory of the skill. At this time, the player's perspective will not be changed by the control of the virtual joystick.
[0089] When the player is attacked by an enemy outside their field of view, their first reaction is to use the skill they are currently pre-releasing to hit the enemy outside their field of view, so they need to adjust their field of view. While the skill is still in the pre-releasing stage, the player can continue to control their field of view by sliding the virtual joystick. As shown in Figure 10 (c), rotate your finger to the left in the area where the enemy is located. When the touch exceeds the boundary of the fan-shaped area that originally controlled the skill trajectory, the player's field of view will adjust, and the fan-shaped area will also rotate synchronously. That is, the player's field of view has been adjusted after exceeding the boundary of the skill trajectory. The skill trajectory is a pre-release effect that turns left, and the enemy is also within the current field of view. Because the fan-shaped trajectory adjustment area continues to rotate with the field of view, the player can continue to slide right to control the trajectory curve without affecting the field of view adjustment, thereby achieving a precise hit effect.
[0090] For example, as shown in Figure 11 (a), the enemy is slightly to the right of the field of view, and the skill trajectory at this point cannot fully hit the enemy. Therefore, the player needs to move the virtual joystick to the right, which will also turn the skill trajectory to the right, while the field of view does not change. As shown in Figure 11 (b), the skill trajectory overlaps with the enemy. If the virtual joystick is released at this time, the skill can be directly released, hitting the enemy and completing the attack.
[0091] If the enemy player is still adjusting their position and exceeds the player's adjusted field of view, the player can continue to slide the virtual joystick beyond the boundary of the skill trajectory area to adjust the field of view. As shown in Figure 11 (c), the enemy has moved to the right field of view again. At this time, the player needs to turn right quickly. Therefore, the player can continue to control the skill virtual joystick to slide quickly to the right, that is, quickly deflect the skill trajectory to the right, and then exceed the trajectory control boundary. At this time, the player begins to turn right until it deflects to the enemy's field of view. Release your finger to release the skill and complete the attack.
[0092] Another complete embodiment is described below in conjunction with Figure 12. As shown in Figure 12 (a), in response to the touch operation on the target control, a slider 1202 is displayed to adjust the throwing range of the current throwing prop. In response to the touch operation on the target control, the default touch point is located in the middle of the slider 1202, and the preview range of action 1201 in the virtual scene is located at the position of the midpoint on the default trajectory. Then, as shown in Figure 12 (b), in response to the movement of the touch point in the slider 1204, when the touch point moves to the top of the slider 1204, the preview range of action of the throwing prop in the virtual scene is controlled to be displayed at the top position of the default throwing trajectory, that is, as shown in Figure 12 (b), the range of action 1203 is displayed. Assume that the target virtual object is attacked by virtual object 1205 and needs to further adjust its range of action to counterattack virtual object 1205. However, since the current throwing props only support adjusting the range of action along the default trajectory, the game perspective of the target virtual object needs to be adjusted to counterattack the virtual object within the range of action. Further, in response to the upward movement of the touch point on the slider, as shown in Figure 12 (c), when the touch point moves to the target position outside the first display area 1207 where slider 1204 is located, the perspective adjustment angle is determined based on the distance difference between the target position and the first display area, and the second game scene is displayed based on the perspective adjustment angle. At the same time, the trajectory of the throwing prop is controlled to adjust synchronously with the perspective adjustment, so that the range of action 1206 can fall exactly at the location of virtual object 1205, thereby counterattack the enemy virtual object.
[0093] Through the above-mentioned implementation mode of the present application, a target control is displayed in a display interface displaying a first virtual scene screen, wherein the first virtual scene screen is a screen of a virtual scene observed by a target virtual object under a first perspective; in response to a touch operation on the target control, an operation prompt layer matching the first perspective is superimposed on the target control, and the operation prompt layer is used to prompt the target virtual object of the casting range of the target virtual props; when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the operation prompt layer displayed in the display interface is changed to the second stop position. The first virtual scene screen is adjusted to the second virtual scene screen, so that special operation controls for controlling virtual objects are displayed in the display interface, so that when a touch operation on the target control is detected, an operation prompt layer is displayed, so that the release range of the virtual props is accurately controlled according to the position of the touch point in the operation prompt layer, and when the touch point is in a special position, a function of quickly adjusting the game perspective is provided, so that the virtual object can be controlled to release props and adjust the perspective of the virtual object at the same time in the same operation, thereby providing rich control effects, improving the control efficiency of the virtual object, and thus solving the technical problem of low efficiency of the existing virtual object control method.
[0094] As an optional implementation manner, in response to the touch operation on the target control, overlaying and displaying an operation prompt layer matching the first perspective on the target control includes:
[0095] S1, obtaining touch position information of a touch operation;
[0096] S2, determining a first offset angle according to the touch position information and position information of a region reference line of the first display region, wherein the region reference line is a center line of the first display region;
[0097] S3: Displaying a touch point corresponding to the touch operation in the operation prompt layer according to the first offset angle.
[0098] It should be noted that in this embodiment, the actual touch position of the received touch operation may be different from the displayed position of the touch point. Specifically, the displayed position of the touch point in the operation prompt layer can be determined based on the offset angle between the actual touch operation position and the baseline of the operation prompt layer.
[0099] As an optional implementation, when the touch point corresponding to the touch operation is displayed in the operation prompt layer according to the first offset angle, it also includes: when the touch point stops at the stop position in the operation prompt layer, the casting preview information of the target virtual prop is updated in the first virtual scene screen according to the first offset angle.
[0100] The following is an explanation of the method of displaying touch points in conjunction with the above-mentioned display method in FIG13. As shown in FIG13 (a), when the current touch operation point is located at the location of operation point 1301, the angle between the line connecting the operation point and the center point of the target control and the regional baseline 1303 is determined to be 0°, and then the touch point 1302 is displayed at the corresponding angle position of the second circle in the operation prompt layer to indicate that the trajectory offset angle of the current target virtual prop is 0°. Then, as shown in FIG13 (b), when the current touch operation point is located at the location of operation point 1304, the angle between the line connecting the operation point and the center point of the target control and the regional baseline is determined to be 30°, and then the touch point 1305 is displayed at the corresponding 30° position of the second circle in the operation prompt layer to indicate that the trajectory offset angle of the current target virtual prop is 30° to the right.
[0101] Understandably, in mobile games, due to the limited display area, if movement control operations are only provided within the operation prompt area, adjustment errors are likely to occur due to the small control area. In this embodiment, the actual controllable touch range is expanded to the area outside the prompt area, thereby enabling fine angle adjustment through large-scale touch operations.
[0102] The following, combined with Figure 14, illustrates the principle of how the screen senses finger movement. As shown in Figure 14, the touchscreen is coated with electrodes on all four sides, creating a low-voltage AC electric field. When the screen is touched, the human body conducts electricity, and a coupling capacitor is formed between the finger and the conductive layer. Current from the four electrodes flows to the touch point, generating a signal between the inner and outer layers of the touchscreen through the metal oxide layer. The CPU then uses this signal to determine the coordinates of the point. This can be thought of as the phone's horizontal axis being the X-axis and the vertical axis being the Y-axis. This allows the screen to sense the trajectory and path of your finger.
[0103] Through the above-mentioned implementation mode of the present application, touch position information of the touch operation is obtained; a first offset angle is determined based on the touch position information and the position information of the area baseline of the first display area, wherein the area baseline is the center line of the first display area; a touch point corresponding to the touch operation is displayed in the operation prompt layer according to the first offset angle. When the actual operation control point is not located in the operation prompt layer, the position of the touch point is displayed at the corresponding position in the operation prompt layer, thereby achieving precise adjustment of the skill offset angle and the game perspective according to the position of the touch point.
[0104] As an optional implementation manner, after determining the first offset angle according to the touch position information and the position information of the area baseline of the first display area, the method further includes:
[0105] S1, when the first offset angle is greater than the target angle threshold, determining that the touch point moves to a parking position outside the first display area;
[0106] S2, taking the difference between the first offset angle and the target angle threshold as a viewing angle adjustment parameter;
[0107] S3, determining a second viewing angle according to the viewing angle adjustment parameter, and displaying a second virtual scene image observed by the target virtual object at the second viewing angle.
[0108] As an optional implementation manner, after using the difference between the first offset angle and the target angle threshold as the viewing angle adjustment parameter, the method further includes:
[0109] S1, rotating the operation prompt layer matching the first viewing angle according to the viewing angle adjustment parameter to determine a second display area matching the docked position;
[0110] S2, displaying the operation prompt layer in the second display area;
[0111] S3, determining a second offset angle according to the touch position information and position information of the area baseline of the second display area;
[0112] S4, displaying the touch point corresponding to the touch operation in the operation prompt layer according to the second offset angle;
[0113] S5 , when the touch point stops at the stop position in the operation prompt layer, updating the placement preview information of the target virtual prop in the second virtual scene image according to the second offset angle.
[0114] The following further illustrates the principle of determining the trajectory or viewing angle adjustment in the joystick area, in conjunction with FIG15 . This embodiment simultaneously processes lens rotation and skill trajectory selection, and determines player behavior by the coordinate angle of the touch movement. The first display position (X1, Y1) and the current virtual camera rotation angle are obtained based on the touch screen. The current virtual camera rotation angle is a quaternion, which can be viewed as a four-dimensional vector used to represent the rotation of an object in space, among other things. As shown in FIG15 (a), at this time, with the angle α of the current rotation angle on the horizontal plane as the base, the left and right rotation boundaries are recorded as 60 degrees each, i.e., a rotation range of 120 degrees in the horizontal plane, which is represented as a flat sector area displayed by the terminal. As shown in FIG15 (b), when a touch movement of the terminal is detected, a behavior determination is performed. If the change in the camera angle corresponding to the display position obtained at this time is less than 60 degrees, the corresponding combat module is triggered, i.e., the trajectory deflection of the skill pre-release is triggered. As shown in Figure 15 (c), if the camera angle corresponding to the display position obtained at this time exceeds 60 degrees, the skill track deflection within the area is first determined, and then the virtual camera deflection is performed based on the value exceeding 60 degrees to the left or right. If the rotation angle exceeds 60 degrees to the left, the rotation angle after the excess is recorded as the left boundary of the sector, and the 120-degree area to the right of the new left boundary is used as the skill track deflection area to the right. If the rotation angle exceeds 120 degrees to the right within the new skill track deflection area, the lens control deflection is controlled. Similarly, if the rotation angle exceeds 60 degrees to the right, the rotation angle after the excess is recorded as the new right boundary of the sector, and the 120-degree area to the left of the new right boundary is used as the skill track deflection area to the left. If the rotation angle exceeds the 120-degree area to the left, the lens control deflection is determined. This cycle achieves the effect of synchronized control of the camera lens and skill track at the horizontal angle.
[0115] The overall adjustment method of the trajectory and viewing angle in this embodiment is described below with reference to FIG16 .
[0116] As shown in Figure 16, first, when a long press operation on a target control is detected, step S1602 is executed to display a virtual joystick at the touch location on the user's touchscreen. Next, step S1604 is executed to move the user's touch point on the touchscreen, recording the real-time coordinates of the movement. When the player touches a button on the device's touchscreen, the first display location of the graphical user interface is determined and acquired, with this location as the coordinate origin (X1, Y1). This location is affected by the skill button hotspot range.
[0117] Then, in step S1606, a corresponding operation is performed according to the movement information of the virtual joystick;
[0118] It should be noted that the control of the virtual joystick can distinguish different behavior modules, the common ones include motion module, lens module, combat module, etc.
[0119] The motion module primarily executes step S1608, moving the joystick to record coordinate points and controlling the movement of the touch points in real time. The module obtains real-time control coordinates (Xn, Yn) through the player's finger touch movement, calculates the relative direction and distance between (X1, Y1) and (Xn, Yn), and issues joystick commands to the system, simulating a game controller, to control the character's multi-faceted movement direction or the trajectory of skill pre-release.
[0120] The lens module is mainly used to execute step S1610, obtain the moving coordinate position and then rotate the sudden angle to match the lens movement; when the player touches the game interface, the current rotation angle of the virtual camera is obtained to match the current coordinate position, and the real-time coordinate position is recorded according to the touch movement of the finger to obtain the corresponding rotation angle, thereby matching the lens shake;
[0121] The combat module is mainly used to execute step S1612, obtain the rotation angle after the moving coordinate position, and match the trajectory change;
[0122] In the judgment step, step S1614 is mainly executed to judge the touch separation, and the separation position is used as the coordinate settlement; that is, the contact separation of the finger and the game interface is detected, and the separation position is used as the final coordinate settlement of each module behavior, and the player stops moving, turns the camera or releases a skill.
[0123] After the judgment step is completed, steps S1616 to S1620 are mainly executed to stop movement, stop the lens, and release skills.
[0124] Through the above-mentioned embodiments of the present application, when the player's operating skills have lens control requirements and pre-selected trajectory control requirements, the operation of simultaneously controlling the lens and trajectory can be achieved by determining the range of the angle between the horizontal plane and the vertical plane. Moreover, this operation perfectly matches the player's behavioral line. The large-scale virtual joystick displacement controls the player's camera angle, while the small-range displacement can control the precise effect of skill release, killing two birds with one stone. It allows players to get more accurate and convenient operation methods in the actual combat experience, improves the complexity and richness of skill operations in this type of game, and at the same time, this operation also optimizes the operational experience of releasing this type of skill, better helping players experience the convenient effect of keyboard and mouse operation on mobile terminals.
[0125] It should be noted that for the aforementioned method embodiments, for simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.
[0126] According to another aspect of the embodiments of the present application, a virtual object control device for implementing the above-mentioned virtual object control method is also provided. As shown in FIG17 , the device includes:
[0127] A first display unit 1702 is configured to display a target control in a display interface displaying a first virtual scene image, wherein the first virtual scene image is an image of a virtual scene observed by a target virtual object from a first perspective;
[0128] The second display unit 1704 is configured to, in response to a touch operation on a target control, overlay an operation prompt layer that matches the first perspective on the target control, wherein the operation prompt layer is configured to indicate a release range of a target virtual item that can be used by the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, display a release preview of the target virtual item that matches the first stop position in the first virtual scene;
[0129] Adjustment unit 1706 is used to adjust the operation prompt layer to a second display area matching the second stop position when it is determined that the touch point has moved to a second stop position outside the first display area where the currently displayed operation prompt layer is located, and adjust the first virtual scene picture displayed in the display interface to a second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective.
[0130] Optionally, in this embodiment, the embodiments to be implemented by the above-mentioned various unit modules can refer to the above-mentioned various method embodiments, which will not be repeated here.
[0131] According to another aspect of an embodiment of the present application, an electronic device for implementing the above-mentioned virtual object control method is also provided. The electronic device may be a terminal device or a server as shown in FIG18 . This embodiment is described using the electronic device as an example of a terminal device. As shown in FIG18 , the electronic device includes a memory 1802 and a processor 1804. The memory 1802 stores a computer program, and the processor 1804 is configured to execute the steps of any of the above-mentioned method embodiments through the computer program.
[0132] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
[0133] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program:
[0134] S1, displaying a target control in a display interface displaying a first virtual scene image, wherein the first virtual scene image is an image of a virtual scene observed by a target virtual object from a first perspective;
[0135] S2, in response to a touch operation on a target control, overlaying and displaying an operation prompt layer that matches the first perspective on the target control, wherein the operation prompt layer is used to indicate a release range of a target virtual item that can be used by the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, displaying release preview information of the target virtual item that matches the first stop position in the first virtual scene;
[0136] S3, when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene picture displayed in the display interface is adjusted to a second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective.
[0137] Alternatively, those skilled in the art will appreciate that the structure shown in FIG18 is merely illustrative, and the electronic device may also be a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile internet device (MID), a PAD, or other terminal device. FIG18 does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as a network interface, etc.) than those shown in FIG18 , or may have a configuration different from that shown in FIG18 .
[0138] Memory 1802 can be used to store software programs and modules, such as program instructions / modules corresponding to the virtual object control method and device in the embodiments of the present application. Processor 1804 executes the software programs and modules stored in memory 1802 to execute various functional applications and data processing, thereby implementing the aforementioned virtual object control method. Memory 1802 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, memory 1802 may further include memory remotely located from processor 1804, which can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 1802 can specifically, but is not limited to, be used to store information such as various elements in a scene image and control information for virtual objects. As an example, as shown in FIG. 18 , memory 1802 may, but is not limited to, include the first display unit 1702, the second display unit 1704, and the adjustment unit 1706 of the aforementioned virtual object control device. In addition, it may also include but is not limited to other module units in the control device of the above-mentioned virtual object, which will not be repeated in this example.
[0139] Optionally, the transmission device 1806 is used to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one embodiment, the transmission device 1806 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 1806 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0140] In addition, the electronic device further includes: a display 1808 for displaying a virtual scene in an interface; and a connection bus 1810 for connecting various module components in the electronic device.
[0141] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes through network communication. The nodes may form a peer-to-peer (P2P) network, and any computing device, such as a server, terminal, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
[0142] According to one aspect of the present application, a computer program product is provided, comprising a computer program / instructions containing program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via a communication component and / or installed from a removable medium. When the computer program is executed by a central processing unit, the various functions provided in the embodiments of the present application are performed.
[0143] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0144] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned virtual object control method.
[0145] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0146] S1, displaying a target control in a display interface displaying a first virtual scene image, wherein the first virtual scene image is an image of a virtual scene observed by a target virtual object from a first perspective;
[0147] S2, in response to a touch operation on a target control, overlaying and displaying an operation prompt layer that matches the first perspective on the target control, wherein the operation prompt layer is used to indicate a release range of a target virtual item that can be used by the target virtual object, and when the touch point corresponding to the touch operation stops at a first stop position in the operation prompt layer, displaying release preview information of the target virtual item that matches the first stop position in the first virtual scene;
[0148] S3, when it is determined that the touch point moves to a second stop position outside the first display area where the currently displayed operation prompt layer is located, the operation prompt layer is adjusted to a second display area matching the second stop position, and the first virtual scene picture displayed in the display interface is adjusted to a second virtual scene picture, wherein the second virtual scene picture is a picture of the virtual scene observed by the target virtual object from the second perspective.
[0149] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0150] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the above-mentioned methods in each embodiment of the present application.
[0151] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0152] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the above-mentioned units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0153] The units described above as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0154] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0155] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.