Method and apparatus for controlling virtual vehicle, electronic device, computer readable storage medium, and computer program product
By reusing skills release controls in virtual scenes, the virtual traction device operation of virtual vehicles is realized, which solves the problem of low operation efficiency of virtual vehicles, improves the operation experience and saves resource overhead.
Patent Information
- Application Number
- PCT/CN2024/096036
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-02
- Filing Date
- 2024-05-29
- Publication Date
- 2025-02-06
AI Technical Summary
In the prior art, the operation efficiency of virtual vehicles is low, resulting in increasing resource overhead of terminal devices in virtual scenarios.
By reusing the original skill release controls in the virtual scene, the virtual traction device release and tightening operation of the virtual vehicle is realized, providing auxiliary traction force to help the virtual vehicle exit the area that it could not be driven out.
The operation steps are simplified, the operation efficiency of virtual vehicles in virtual scenes is improved, the resource overhead of terminal devices is saved, and the operation experience of players is improved.
Smart Images

Figure CN2024096036_06022025_PF_FP_ABST
Abstract
Description
Virtual vehicle control method, device, electronic device, computer-readable storage medium, and computer program product
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application is based on the Chinese patent application with application number 2023109698094 and application date of August 2, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into this application as a reference. Technical Field
[0003] The present application relates to the field of computer human-computer interaction technology, and in particular to a control method, device, electronic device, computer-readable storage medium, and computer program product for a virtual vehicle. Background Art
[0004] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users (or players) or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.
[0005] In related technologies, for example, in mobile games, when a player drives a virtual vehicle (such as a virtual car) and falls into a large pothole in a virtual scene, the player can only first control the virtual object to leave the virtual vehicle by clicking the get-off button, and then needs to control the virtual object to walk out of the pothole. It can be seen that this method of operation is relatively cumbersome, that is, the operating efficiency of the related technology for virtual vehicles is relatively low, which will undoubtedly increase the resource overhead of the terminal device during the operation of the virtual scene.
[0006] Summary of the Invention
[0007] The embodiments of the present application provide a control method, device, electronic device, computer-readable storage medium and computer program product for a virtual vehicle, which can improve the operational efficiency of the virtual vehicle in a virtual scene, thereby saving resource overhead of the terminal device during the operation of the virtual scene.
[0008] The technical solution of the embodiment of the present application is implemented as follows:
[0009] An embodiment of the present application provides a method for controlling a virtual vehicle, which is executed by an electronic device and includes:
[0010] Displaying a virtual scene, wherein the virtual scene includes a virtual vehicle and a skill release control, wherein the skill release control is associated with multiple skills, and different skills are triggered in different ways;
[0011] In response to a first trigger operation on the skill release control, controlling the virtual vehicle to release a virtual traction device, wherein one end of the virtual traction device is connected to the virtual vehicle;
[0012] In response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, the virtual vehicle is controlled to tighten the virtual traction device to provide auxiliary traction for the virtual vehicle.
[0013] An embodiment of the present application provides a control device for a virtual vehicle, comprising:
[0014] A display module configured to display a virtual scene, wherein the virtual scene includes a virtual vehicle and a skill release control, wherein the skill release control is associated with multiple skills, and different skills are triggered in different ways;
[0015] a control module configured to control the virtual vehicle to release a virtual traction device in response to a first trigger operation on the skill release control, wherein one end of the virtual traction device is connected to the virtual vehicle;
[0016] The control module is further configured to control the virtual vehicle to tighten the virtual traction device in response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, so as to provide auxiliary traction for the virtual vehicle.
[0017] An embodiment of the present application provides an electronic device, including:
[0018] a memory for storing executable instructions;
[0019] The processor is used to implement the virtual vehicle control method provided in the embodiment of the present application when executing the executable instructions stored in the memory.
[0020] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing a virtual vehicle control method provided in an embodiment of the present application when executed by a processor.
[0021] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which is used to implement the virtual vehicle control method provided by the embodiment of the present application when executed by a processor.
[0022] The embodiments of the present application have the following beneficial effects:
[0023] When a player wants to control the virtual vehicle to release the virtual traction device while driving a virtual vehicle, he can complete the operation of controlling the virtual vehicle to release the virtual traction device by reusing the original skill release controls in the virtual scene without adding additional controls. The virtual traction device can also provide auxiliary traction for the virtual vehicle, thereby helping the virtual vehicle to drive out of large potholes in the virtual scene that were originally impossible to drive out. In this way, compared with the solutions provided by related technologies, the technical solution provided in the embodiment of the present application simplifies the operating steps, thereby improving the operating efficiency of the virtual vehicle in the virtual scene, and thus saving the resource overhead of the terminal device during the operation of the virtual scene. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] FIG1A is a schematic diagram of an application mode of a virtual vehicle control method provided by an embodiment of the present application;
[0025] FIG1B is a schematic diagram of an application mode of a virtual vehicle control method provided in an embodiment of the present application;
[0026] FIG2 is a schematic structural diagram of an electronic device 500 provided in an embodiment of the present application;
[0027] FIG3 is a flow chart of a method for controlling a virtual vehicle according to an embodiment of the present application;
[0028] FIG4 is a flow chart of a method for controlling a virtual vehicle according to an embodiment of the present application;
[0029] FIG5 is a flow chart of a method for controlling a virtual vehicle according to an embodiment of the present application;
[0030] 6A to 6C are schematic diagrams of application scenarios of the virtual vehicle control method provided in an embodiment of the present application;
[0031] FIG7 is a flow chart of a method for controlling a virtual vehicle according to an embodiment of the present application. DETAILED DESCRIPTION
[0032] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0033] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0034] It is understandable that in the embodiments of the present application, when user information and other related data are involved (such as data of virtual objects or virtual vehicles controlled by the user), when the embodiments of the present application are applied to specific products or technologies, user permission or consent must be obtained, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards.
[0035] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It is understandable that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0036] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0037] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.
[0038] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0039] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.
[0040] 2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the movement of virtual objects in the virtual scene.
[0041] 3) Virtual Objects: These are the images of various people and objects that can interact in a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual people, virtual animals, or animated characters, such as people or animals displayed within a virtual scene. A virtual object can be a virtual avatar representing a user within the virtual scene, such as a virtual chess piece displayed on a virtual chessboard. A virtual scene can include multiple virtual objects, each with its own unique shape and volume, occupying a portion of the space within the virtual scene.
[0042] 4) Scene data: This data represents the characteristics of the virtual scene, such as the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it can also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.
[0043] 5) Virtual Vehicle: A virtual prop used to assist virtual objects in moving in a virtual scene, such as a virtual car, virtual airplane, virtual ship, virtual mount, etc.
[0044] 6) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data generated during operation to the browser page on the user's terminal. The page then calls the browser's media component to decode the game data and renders the real-time game screen based on the decoded results. When the page detects user actions on the game screen, it reports them to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the decoding and rendering process is repeated, presenting the game screen changes based on the user's actions on the page.
[0045] In other words, cloud gaming is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (e.g., the player's gaming terminal), but rather on a cloud server. The cloud server renders the game scene into an audio and video stream, which is transmitted to the user terminal over the network. This eliminates the need for powerful graphics and data processing capabilities, requiring only basic streaming media playback capabilities and the ability to receive player input and send it to the cloud server.
[0046] The embodiments of the present application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for controlling a virtual vehicle, which can improve the operational efficiency of the virtual vehicle in a virtual scene, thereby saving resource overhead on the terminal device. To facilitate easier understanding of the control method for the virtual vehicle provided in the embodiments of the present application, an exemplary implementation scenario of the control method for the virtual vehicle provided in the embodiments of the present application is first described. The virtual scene in the control method for the virtual vehicle provided in the embodiments of the present application can be based entirely on the output of the terminal device, or based on the coordinated output of the terminal device and the server.
[0047] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.
[0048] In one implementation scenario, referring to FIG1A , FIG1A is a schematic diagram of an application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application, which is applicable to some application modes that completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and complete the output of the virtual scene through various types of terminal devices 400 such as smart phones, tablet computers, and virtual reality / augmented reality devices.
[0049] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).
[0050] When forming the visual perception of the virtual scene 100, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs the video frames that can form the visual perception of the virtual scene on the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0051] As an example, a client 410 (e.g., a stand-alone game application) is running on a terminal device 400. During the operation of the client 410, a virtual scene including a role-playing game is output. The virtual scene can be an environment for game characters to interact, such as a plain, street, valley, etc. for game characters to fight. For example, a virtual scene 100 can be displayed in the human-computer interaction interface of the client 410, where the virtual scene 100 can include a virtual vehicle 101 (e.g., a virtual car) and a skill release control 102 (e.g., an acceleration button). Then, in response to a first trigger operation (e.g., a press operation) on the skill release control 102, for example, when the client 410 receives a long press operation on the acceleration button by the player, the client 410 can control the virtual vehicle 101 to release a virtual traction device 103 (e.g., a virtual chain), where one end of the virtual traction device 103 is connected to the virtual vehicle 101, for example, one end of the virtual chain is fixed to the virtual vehicle. Subsequently, the client 410 can respond to the other end of the virtual traction device 103 being connected to the first virtual object 104 (e.g., virtual tree 1) at a fixed position in the virtual scene 100, such as the virtual chain thrown by the virtual vehicle is just tied to the virtual tree 1, and control the virtual vehicle 101 to tighten the virtual traction device 103 to provide auxiliary traction for the virtual vehicle 101. For example, the virtual vehicle can accelerate forward with the help of the virtual chain, thereby being able to pass through large potholes in the virtual scene 100 that were originally impossible to pass through.
[0052] In another implementation scenario, refer to Figure 1B, which is a schematic diagram of the application mode of the virtual vehicle control method provided in an embodiment of the present application, which is applied to the terminal device 400 and the server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400.
[0053] Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0054] As an example, a terminal device 400 runs a client 410 (e.g., a network-based game application), which interacts with other users in a game by connecting to a server 200 (e.g., a game server). The terminal device 400 outputs a virtual scene 100 of the client 410, wherein the virtual scene 100 may include a virtual vehicle 101 (e.g., a virtual car) and a skill release control 102 (e.g., an acceleration button). Subsequently, the client 410 may respond to a first trigger operation (e.g., a press operation) on the skill release control 102. For example, when the client 410 receives a long press operation on the acceleration button by the player, it may control the virtual vehicle 101 to release a virtual traction device 103 (e.g., a virtual chain), wherein one end of the virtual traction device 103 is connected to the virtual vehicle 101, for example, one end of the virtual chain is fixed to the virtual vehicle. Subsequently, the client 410 can respond to the other end of the virtual traction device 103 being connected to the first virtual object 104 (e.g., virtual tree 1) at a fixed position in the virtual scene 100, such as the virtual chain thrown by the virtual vehicle is just tied to the virtual tree 1, and control the virtual vehicle 101 to tighten the virtual traction device 103 to provide auxiliary traction for the virtual vehicle 101. For example, the virtual vehicle can accelerate forward with the help of the virtual chain, thereby being able to pass through large potholes in the virtual scene 100 that were originally impossible to pass through.
[0055] It should be noted that the solution for the collaborative implementation of terminal devices and servers mainly involves two game modes, namely local game mode and cloud game mode. Among them, the local game mode refers to the terminal device and the server jointly running the game processing logic. The operation instructions entered by the player in the terminal device are partially processed by the terminal device running the game logic, and the other part is processed by the server running the game logic. In addition, the game logic processing run by the server is often more complex and requires more computing power. The cloud game mode refers to the game logic processing being completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device through the network for display. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.
[0056] In some embodiments, the terminal device 400 can implement the control method of the virtual vehicle provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, the computer executable instructions can be microprogram-level commands, machine instructions or software instructions. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as an adventure game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game applet that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.
[0057] Taking a computer program as an application, in actual implementation, the terminal device 400 installs and runs an application that supports a virtual scene. This application can be any of a multiplayer strategy game, a virtual reality application, a 3D map program, an adventure game, a massively multiplayer online role-playing game, or a multiplayer shooter survival game. The user uses the terminal device 400 to manipulate virtual objects in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and constructing virtual structures. Illustratively, the virtual object can be a virtual character, such as a simulated or animated character.
[0058] In other embodiments, the embodiments of the present application can also be implemented with the help of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network within a wide area network or local area network to realize data calculation, storage, processing, and sharing.
[0059] Cloud technology is a general term for network, information, integration, management platform, and application technologies used in the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand. Cloud computing technology will become a key support. The backend services of technical network systems require a large amount of computing and storage resources.
[0060] For example, the server 200 in Figure 1 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, a virtual reality device, an augmented reality device, etc., but is not limited to this. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0061] The structure of the electronic device provided by the embodiment of the present application will be described below. Taking the electronic device as a terminal device as an example, refer to Figure 2, which is a structural diagram of an electronic device 500 provided by an embodiment of the present application. The electronic device 500 shown in Figure 2 includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together through a bus system 540. It can be understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, various buses are labeled as bus system 540 in Figure 2.
[0062] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0063] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0064] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.
[0065] The memory 550 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0066] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.
[0067] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0068] A network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520 , exemplary network interfaces 520 including Bluetooth, WiFi, and USB;
[0069] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information);
[0070] The input processing module 554 is configured to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.
[0071] In some embodiments, the device provided by the embodiments of the present application can be implemented in software. FIG2 shows a control device 555 of a virtual vehicle stored in a memory 550, which can be software in the form of a program and a plug-in, including the following software modules: a display module 5551, a control module 5552, a switching module 5553, an acquisition module 5554, a prediction module 5555, a transfer module 5556, and a determination module 5557. These modules are logical and can therefore be arbitrarily combined or further split according to the functions implemented. It should be pointed out that, in FIG2 , all the above modules are shown at once for the sake of convenience, but this should not be regarded as excluding the implementation of the virtual vehicle control device 555 that can only include the display module 5551 and the control module 5552. The functions of each module will be explained below.
[0072] The control method of the virtual vehicle provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.
[0073] For example, see Figure 3, which is a flow chart of the control method of the virtual vehicle provided in an embodiment of the present application, which will be explained in conjunction with the steps shown in Figure 3.
[0074] It should be noted that the method shown in FIG3 can be executed by various computer programs running on a terminal device, and is not limited to a client. For example, it can also be an operating system, software module, script, and applet as described above. Therefore, the example of a client below should not be considered a limitation of the embodiments of the present application. In addition, for the sake of convenience, the following description does not specifically distinguish between a terminal device and a client running on the terminal device.
[0075] In step 101, a virtual scene is displayed.
[0076] Here, the virtual scene may include a virtual vehicle (e.g., a virtual car) and a skill release control (e.g., an acceleration button associated with the virtual car), wherein the skill release control may be associated with a plurality of skills, and different skills may be triggered in different ways. For example, taking the skill release control as an acceleration button, when a player presses the acceleration button (i.e., a first trigger operation), the virtual vehicle may be controlled to release a virtual traction device (e.g., a virtual chain); when a player clicks the acceleration button (i.e., a second trigger operation), the virtual vehicle may be controlled to accelerate forward. In this way, by reusing the original acceleration button in the virtual scene, the operation of controlling the virtual vehicle to release the virtual chain (i.e., a lock grabbing operation) can be implemented without adding a new button, so as to provide auxiliary traction for the virtual vehicle, thereby helping the virtual vehicle to drive out of some areas in the virtual scene that were originally inaccessible, thereby enhancing the player's gaming experience.
[0077] In some embodiments, the above-mentioned step 101 can be implemented in the following manner: displaying a virtual scene, wherein the virtual scene includes a virtual object (such as a game character A controlled by a player) and a vehicle control (such as a vehicle button); in response to a trigger operation on the vehicle control, displaying a virtual vehicle and a skill release control in the virtual scene, and controlling the virtual object to enter the virtual vehicle.
[0078] For example, taking a massively multiplayer online role-playing game APP as an example, a massively multiplayer online role-playing game APP is running on a terminal device associated with the player (such as a mobile phone). When a player clicks on the APP icon, a virtual scene can be displayed on the screen of the terminal device, wherein the virtual scene may include a game character A and a vehicle button controlled by the player. When a player clicks on the vehicle button, a virtual vehicle (a get-on button may also be displayed near the virtual vehicle) and an acceleration control may be displayed in the virtual scene. Subsequently, the game character A may be controlled to automatically enter the virtual vehicle, or, when a player clicks on the get-on button, the game character A may be controlled to enter the virtual vehicle. In addition, when a player clicks on the acceleration button, the virtual vehicle may be controlled to accelerate forward.
[0079] It should be noted that a joystick control (such as a virtual joystick button) can also be displayed in the virtual scene, and the player can also control the direction of the virtual vehicle in the virtual scene by shaking the joystick control, for example, the player can control the virtual vehicle to move forward, backward, turn left, turn right, etc.
[0080] In some embodiments, the human-computer interaction interface of the client may display the virtual scene from a first-person perspective (for example, the user plays the virtual object in the game from his own perspective); or from a third-person perspective (for example, the user chases the virtual object in the game to play the game); or from a bird's-eye view perspective; wherein, the above-mentioned different perspectives can be switched arbitrarily.
[0081] For example, a virtual object can be controlled by the current user in the game. Of course, the virtual scene can also include other virtual objects, such as those controlled by other users or bots. Virtual objects can be assigned to any of multiple teams, and the teams can be in adversarial or collaborative relationships. Teams in the virtual scene can include any or all of these relationships.
[0082] Taking the first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the virtual object's field of view based on the virtual object's viewing position and field of view within the complete virtual scene, and presenting the portion of the virtual scene within the field of view within the complete virtual scene. In other words, the displayed virtual scene can be a partial virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, it can achieve an immersive experience for users during operation.
[0083] Taking a bird's-eye view of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface can include: in response to a zoom operation on the panoramic virtual scene, the corresponding portion of the virtual scene is presented in the human-computer interaction interface. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. This can improve user operability during operation and thus enhance the efficiency of human-computer interaction.
[0084] In step 102 , in response to a first trigger operation on a skill release control, the virtual vehicle is controlled to release a virtual traction device.
[0085] In some embodiments, the first trigger operation may be a pressing operation (e.g., a long press operation), and step 102 may be implemented in the following manner: in response to a pressing operation on a skill release control, the skill release control is switched to a wheel control; in response to a dragging operation on the wheel control, the virtual vehicle is controlled to release a virtual traction device toward a first direction in the virtual scene, wherein the first direction is the direction indicated by the wheel control when the dragging operation is released.
[0086] It should be noted that the long press operation in the embodiment of the present application refers to an operation in which the pressing time reaches a time threshold (for example, 3 seconds).
[0087] For example, taking the skill release control as an acceleration button, when a player long-presses the acceleration button, the acceleration button can be re-presented in the form of a wheel (i.e., the acceleration button is switched to a wheel button). The wheel button can include a large circle and a small circle. The player can drag the small circle within the large circle to control the release direction of the virtual traction device (e.g., a virtual chain) on the virtual vehicle in the virtual scene. In other words, the player can select virtual objects (e.g., virtual trees, virtual boulders, etc.) around the virtual vehicle by dragging the wheel button. When the client detects that the drag operation is released (i.e., the player lets go), the virtual vehicle can be controlled to release the virtual chain in the direction currently indicated by the wheel control (i.e., the first direction), so that the virtual chain is tied to the virtual object located in the first direction and closest to the virtual vehicle.
[0088] It should be noted that the virtual traction device in the embodiment of the present application can be a virtual chain or a virtual pulley device, etc., and the embodiment of the present application does not specifically limit this. In addition, it should be noted that the skill release control in the embodiment of the present application can be an acceleration button, a flying button, a turning button, etc. In other words, the embodiment of the present application can reuse any existing button in the virtual scene, and the embodiment of the present application does not specifically limit this.
[0089] In other embodiments, the virtual vehicle may be in the first pothole area of the virtual scene (e.g., a large pothole area in the virtual scene), wherein the first pothole area is an area in the virtual scene that the virtual vehicle cannot drive out of due to its own traction. For example, the slip coefficient of the virtual vehicle in the first pothole area is less than the resistance coefficient, resulting in the virtual vehicle being unable to drive out of the first pothole area based on its own traction. In the case where the release direction of the virtual traction device is determined by the wheel control, when the virtual vehicle drives out of the first pothole area with the help of the virtual traction device, the following processing may also be performed: the wheel control displayed in the virtual scene is switched back to the skill release control.
[0090] It should be noted that the above-mentioned slip coefficient refers to the ratio of the friction between the tire and the ground to the maximum grip of the tire. The lower the slip coefficient, the stronger the grip of the tire and the more stable the driving of the virtual vehicle.
[0091] For example, taking the first pothole area as a large pothole area in the virtual scene, when it is detected that the virtual vehicle has driven out of the large pothole area with the help of a virtual traction device (such as a virtual chain), at this time, the virtual vehicle does not need the help of the virtual traction device, so the client can switch the wheel control back to the skill release control (such as an acceleration button). For example, 5 seconds after detecting that the virtual vehicle has driven out of the large pothole area, the wheel control can be automatically switched back to the acceleration button, that is, the wheel style can be restored to the acceleration button.
[0092] In some embodiments, the following processing can also be performed: when the virtual vehicle enters the first pothole area, a first prompt message is displayed, wherein the first prompt message is used to prompt the virtual vehicle to fall into the first pothole area; when the virtual vehicle drives out of the first pothole area with the help of the virtual traction device, a second prompt message is displayed, wherein the second prompt message is used to prompt the virtual vehicle to successfully drive out of the first pothole area.
[0093] For example, taking the first pothole area as a mud pit, in order to determine whether the player falls into the mud pit while driving the virtual vehicle, a mark indicating whether the virtual vehicle is in the mud pit can be set on the virtual vehicle. When making a map of the virtual scene, a movement trigger is added to the mud pit. When the virtual vehicle moves into the mud pit, an entry into the mud pit notification is triggered, and when the virtual vehicle drives out of the mud pit, an exit notification is also triggered. In this way, the mark of the virtual vehicle in the mud pit can be modified synchronously according to the entry and exit notifications, and the interface interaction prompt can be triggered synchronously. For example, when the virtual vehicle enters the mud pit, a prompt message (i.e., the first prompt message) can be displayed to indicate that the vehicle has fallen into the pit; when the virtual vehicle drives out of the mud pit, a prompt message (i.e., the second prompt message) can be displayed to indicate that the vehicle has successfully driven out. In this way, the player can intuitively understand whether the virtual vehicle is currently in the mud pit, and thus determine whether it is necessary to control the virtual vehicle to release the virtual traction device, which can provide a reference for the player's subsequent decision-making.
[0094] In other embodiments, the virtual scene may further include a joystick control. After the skill release control is switched to the wheel control, the following process may be performed: in response to a shake operation on the joystick control, the virtual camera in the virtual scene may be controlled to translate in the direction of the shake operation. For example, when the player shakes the joystick control to the left, the virtual camera in the virtual scene may be controlled to translate to the left, thereby helping the player to check whether there are virtual objects to the left of the virtual vehicle, such as virtual trees or virtual boulders, to the left of the virtual vehicle.
[0095] For example, taking the skill release control as the acceleration button, when the player's long press operation on the acceleration button is received, the acceleration button can be re-presented in the form of a wheel to indicate that the auxiliary mode (or chain mode) is currently entered. At this time, if the player operates the joystick control with his left hand, the shaking operation of the joystick control will become an auxiliary lens translation operation. For example, when the player shakes the joystick control to the left, the virtual lens in the virtual scene can be controlled to translate to the left; when the player shakes the joystick control to the right, the virtual lens can be controlled to translate to the right, which can help the player check whether there are virtual trees or virtual boulders nearby.
[0096] In some embodiments, the first trigger operation may be a pressing operation (e.g., a long press operation), and the above-mentioned step 102 may also be implemented in the following manner: in response to a pressing operation on a skill release control, the virtual vehicle is controlled to release a virtual traction device in a second direction in the virtual scene, wherein the second direction may include one of the following: the current driving direction of the virtual vehicle, the direction from the virtual vehicle to the nearest virtual object, and the direction from the virtual vehicle to the virtual object with the greatest bearing force.
[0097] For example, taking the skill release control as an acceleration button, when the player's long press operation on the acceleration button is received, the current driving direction of the virtual vehicle (for example, direction 1) can be obtained, and the virtual vehicle can be controlled to automatically release a virtual traction device in the direction 1 in the virtual scene. For example, the virtual vehicle can be controlled to automatically throw a virtual chain in the direction 1 in the virtual scene, so that the other end of the virtual chain can be tied to a virtual object located in the direction 1 and closest to the virtual vehicle.
[0098] For example, taking the skill release control as an acceleration button, when the player's long press operation on the acceleration button is received, the virtual object (such as virtual object 1) closest to the virtual vehicle in the virtual scene can be obtained, and then the virtual vehicle can be controlled to release a virtual traction device in the direction of virtual object 1. For example, the virtual vehicle can be controlled to automatically throw a virtual chain in the direction of virtual object 1 to tie the other end of the virtual chain to virtual object 1.
[0099] For example, taking the skill release control as an acceleration button, when the player's long press operation on the acceleration button is received, a virtual object (such as virtual object 2) in the virtual scene that is within the connection range of the virtual traction device (such as a virtual chain) and has the greatest bearing force can be obtained. Then, the virtual vehicle can be controlled to automatically throw the virtual chain in the direction of virtual object 2 to tie the other end of the virtual chain to virtual object 2.
[0100] In other embodiments, the first trigger operation may be a pressing operation, and step 102 shown in FIG. 3 may be implemented through steps 1021A and 1022A shown in FIG. 4 , which will be described in conjunction with the steps shown in FIG. 4 .
[0101] In step 1021A, in response to a pressing operation on a skill release control, multiple virtual objects in the virtual scene that are within a connection range of the virtual traction device are highlighted.
[0102] In some embodiments, taking the skill release control as an acceleration button as an example, when a player's long press operation on the acceleration button is received, multiple virtual objects within the connection range of a virtual traction device (such as a virtual chain) in the virtual scene can be highlighted. For example, multiple virtual objects within the connection range of the virtual chain can be highlighted to remind the player.
[0103] It should be noted that the positions of virtual objects in the virtual scene in the embodiments of the present application may be fixed. For example, the virtual objects may be trees, boulders, etc. in the virtual scene. Of course, the positions of virtual objects in the virtual scene may also be variable. For example, the virtual objects may be other virtual vehicles in the virtual scene, such as virtual cars driven by other players. This embodiment of the present application does not specifically limit this.
[0104] In step 1022A, in response to a selection operation on a plurality of virtual objects, the virtual vehicle is controlled to release a virtual traction device toward the selected virtual object.
[0105] In some embodiments, continuing with the above example, after highlighting multiple virtual objects in the virtual scene that are within the connection range of the virtual traction device (for example, including trees and stones in the virtual scene), the player can select the multiple virtual objects. For example, when receiving a click operation from the player on virtual object 1 among the multiple virtual objects, virtual object 1 can be selected as the selected virtual object, and the virtual vehicle can be controlled to release the virtual traction device to virtual object 1. For example, the virtual vehicle can be controlled to throw a virtual chain to virtual object 1 to tie the other end of the virtual chain to virtual object 1.
[0106] In some embodiments, the first trigger operation may be a pressing operation, and the skill release control may be an acceleration control. Step 102 shown in FIG. 3 may also be implemented through steps 1021B to 1023B shown in FIG. 5 , which will be explained in conjunction with the steps shown in FIG. 5 .
[0107] In step 1021B, in response to the pressing operation on the acceleration control, a plurality of virtual objects in the virtual scene that are within the connection range of the virtual traction device are acquired.
[0108] In some embodiments, taking the virtual traction device as a virtual chain as an example, when a player's long press operation on the acceleration control is received, multiple virtual objects in the virtual scene within the connection range of the virtual chain can be obtained. For example, assuming that the length of the virtual chain is 20 meters, multiple virtual objects in the virtual scene located within a semicircle with the virtual vehicle as the center, a radius of 20 meters, and corresponding to the driving direction of the virtual vehicle can be obtained.
[0109] In step 1022B, based on the feature information corresponding to the multiple virtual objects, a machine learning model is called to perform prediction processing to obtain the selection probability corresponding to each virtual object.
[0110] In some embodiments, after obtaining multiple virtual objects within the connection range of the virtual traction device in the virtual scene, the trained machine learning model can be called for prediction processing based on the feature information corresponding to the multiple virtual objects (for example, the distance and orientation relationship between the virtual object and the virtual vehicle, the bearing capacity of the virtual object, etc.) to obtain the selection probability corresponding to each virtual object.
[0111] In other embodiments, before calling the machine learning model for prediction processing, the following processing can also be performed: obtaining a sample virtual object; based on the feature information of the sample virtual object, calling the initialized machine learning model for prediction processing to obtain a prediction result; determining the difference (i.e., error) between the prediction result and the labeled data, and performing back propagation based on the difference, and updating the parameters of the machine learning model layer by layer during the back propagation process, wherein the labeled data includes the selection probability pre-marked for the sample virtual object.
[0112] It should be noted that backpropagation (BP) is short for "error backpropagation." It is a method used in conjunction with optimization methods (such as gradient descent) to train machine learning models. This method calculates the gradient of the loss function for all weights in the model. This gradient is fed back to the optimization method to update the weights to minimize the loss function. The backpropagation learning process consists of forward propagation and backward propagation. During the forward propagation process, input information passes through the input layer and the hidden layer, and is processed layer by layer before being transmitted to the output layer. If the desired output value is not obtained at the output layer, the sum of the squares of the error between the output and the desired value is taken as the objective function. Backpropagation is then performed, and the partial derivatives of the objective function with respect to each neuron weight are calculated layer by layer. This gradient of the objective function with respect to the weight vector is used as the basis for modifying the weights. Network learning is completed during the weight modification process, and network learning ends when the error reaches the desired value.
[0113] For example, the exemplary structure of the machine learning model provided in the embodiment of the present application may include: an input layer (i.e., an embedding layer), an encoding layer (for example, it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function). After obtaining the sample virtual object, the feature information of the sample virtual object can first be input into the input layer for embedding processing, and then the embedded feature vector output by the input layer can be encoded by the encoding layer to obtain a hidden layer feature vector, and then the hidden layer feature vector can be fully connected by the fully connected layer. Finally, the fully connected result output by the fully connected layer can be input into the output layer so that the output layer is activated to obtain a prediction result. After obtaining the prediction result, the prediction result and the selection probability pre-marked for the sample virtual object can be substituted into the loss function to obtain the corresponding difference, and back propagation can be performed based on the difference, so that the parameters of the machine learning model can be updated layer by layer during the back propagation process to obtain a trained machine learning model.
[0114] It should be noted that the machine learning model in the embodiments of the present application can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of machine learning model.
[0115] In step 1023B, the virtual vehicle is controlled to release a virtual traction device toward the virtual object with the highest probability of being selected.
[0116] In some embodiments, taking the multiple virtual objects as five virtual objects, assuming they are virtual tree 1, virtual rock 1, virtual tree 2, virtual tree 3, and virtual rock 2, where virtual tree 1 has an 80% probability of selection, virtual rock 1 has an 83% probability of selection, virtual tree 2 has an 87% probability of selection, virtual tree 3 has a 78% probability of selection, and virtual rock 2 has a 95% probability of selection, i.e., virtual rock 2 has the highest probability of selection, the virtual vehicle can be controlled to release a virtual traction device toward virtual rock 2. For example, the virtual vehicle can be controlled to throw a virtual chain toward virtual rock 2, so that the other end of the virtual chain is tied to virtual rock 2. In other words, after detecting a long press of the accelerator control by the player, the virtual vehicle can be controlled to automatically release the virtual traction device toward the virtual object with the highest probability of selection.
[0117] In step 103 , in response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, the virtual vehicle is controlled to tighten the virtual traction device to provide auxiliary traction force for the virtual vehicle.
[0118] In some embodiments, taking the virtual traction device as a virtual chain as an example, one end of the virtual chain is connected to the virtual vehicle. When the player's first trigger operation (such as a pressing operation) for the skill release control (such as an acceleration button) is received, the virtual vehicle can be controlled to throw the virtual chain into the virtual scene. When the other end of the virtual chain is connected to the first virtual object with a fixed position in the virtual scene (such as a virtual tree 1), for example, assuming that the virtual chain thrown by the virtual vehicle is just tied to the virtual tree 1 in the virtual scene, the virtual vehicle can be controlled to tighten the virtual chain, thereby providing auxiliary traction for the virtual vehicle.
[0119] In other embodiments, in response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, the following processing may also be performed: highlighting the first virtual object; in response to the other end of the virtual traction device being switched to be connected to the second virtual object in the virtual scene, restoring the first virtual object to the default display style and highlighting the second virtual object.
[0120] For example, taking the virtual traction device as a virtual chain, when it is detected that the other end of the virtual chain is currently connected to a first virtual object (e.g., virtual tree 1) in the virtual scene, virtual tree 1 may be highlighted, for example, virtual tree 1 may be highlighted to prompt the player that the virtual chain is currently tied to virtual tree 1. When it is detected that the other end of the virtual chain is switched to be connected to a second virtual object (e.g., virtual tree 2) in the virtual scene, for example, when a player drags the wheel control or the player reselects virtual tree 2 from multiple virtual objects, virtual tree 1 may be restored to a default display style and virtual tree 2 may be highlighted, for example, virtual tree 2 may be highlighted to indicate that the virtual chain is currently switched to be tied to virtual tree 2.
[0121] In some embodiments, planners can also pre-configure the bearing capacity of virtual objects included in the virtual scene. That is to say, each virtual object in the virtual scene can also include a corresponding bearing capacity (i.e., the maximum pulling force that the virtual object can withstand without being damaged). Then, before controlling the virtual vehicle to tighten the virtual traction device, the following processing can be performed: obtain the bearing capacity of the first virtual object; in response to the bearing capacity being greater than or equal to the auxiliary traction force, proceed to execute the processing of controlling the virtual vehicle to tighten the virtual traction device.
[0122] For example, taking the first virtual object as a virtual tree, in order to prevent the virtual tree from breaking, before controlling the virtual vehicle to tighten the virtual traction device (such as a virtual chain), you can first obtain the bearing capacity of the virtual tree, that is, obtain the maximum pulling force that the virtual tree can withstand without breaking. When the maximum pulling force that the virtual tree can withstand is greater than or equal to the auxiliary traction force, you can control the virtual vehicle to tighten the virtual chain to provide auxiliary traction for the virtual vehicle, thereby helping the virtual vehicle to drive out of the area in the virtual scene that was originally impossible to drive out.
[0123] In other embodiments, continuing from the above, when the bearing force of the first virtual object is less than the auxiliary traction force, the following processing can also be performed: displaying a third prompt information, wherein the third prompt information is used to prompt the selection of other virtual objects in the virtual scene, and the other virtual objects are virtual objects in the virtual scene other than the first virtual object.
[0124] For example, continuing with the example of the first virtual object being a virtual tree, when it is detected that the maximum pulling force that the virtual tree can withstand is less than the auxiliary traction force, that is, when the virtual tree is at risk of breaking in the process of controlling the virtual vehicle to tighten the virtual traction device (such as a virtual chain), a third prompt message can be displayed, wherein the third prompt message is used to prompt the player to select other virtual objects in the virtual scene. For example, the third prompt message may include the following text: The current tree is at risk of breaking, please reselect another tree.
[0125] In some embodiments, the virtual vehicle may be in a second pothole area of the virtual scene (e.g., a small pothole area in the virtual scene), wherein the second pothole area is an area in the virtual scene that the virtual vehicle can drive out of based on its own traction, for example, the slip coefficient of the virtual vehicle in the second pothole area (e.g., the slip coefficient when the wheels slip in the second pothole area) is greater than the resistance coefficient of the second pothole area, so that the virtual vehicle can drive out of the second pothole area based on its own traction, and the skill release control above may be an acceleration control, then the following processing may also be performed: in response to a second trigger operation (e.g., a click operation) for the acceleration control, the virtual vehicle is controlled to accelerate so that the virtual vehicle drives out of the second pothole area, wherein the slip coefficient of the virtual vehicle in the second pothole area is greater than the resistance coefficient of the second pothole area.
[0126] For example, when the virtual vehicle is in a small pothole area in the virtual scene, or there is a small pothole area in front of the virtual vehicle, the player can click the acceleration button. For example, when the player's click operation on the acceleration button is received (i.e., the second trigger operation), the virtual vehicle can be controlled to accelerate. Since the slip coefficient of the wheels of the virtual vehicle is greater than the resistance coefficient of the small pothole area when it moves in the small pothole area, the virtual vehicle can drive out of the small pothole area or cross the small pothole area in front.
[0127] In some embodiments, the virtual vehicle may be in the first pothole area of the virtual scene (for example, a large pothole area in the virtual scene), wherein the first pothole area is an area in the virtual scene that the virtual vehicle cannot drive out based on its own traction. The following processing may also be performed: obtaining the weight of the virtual vehicle, the slip coefficient of the virtual vehicle in the first pothole area, and the resistance coefficient of the first pothole area; determining a first multiplication result of the weight of the virtual vehicle and the slip coefficient, and a second multiplication result of the weight of the virtual vehicle and the resistance coefficient; determining the addition result of the first multiplication result and the auxiliary traction force; in response to the addition result being greater than the second multiplication result, determining that the virtual vehicle can drive out of the first pothole area with the help of the virtual traction device.
[0128] For example, when a virtual vehicle is in a large pothole area in a virtual scene, or there is a large pothole area in front of the virtual vehicle, the player can first click the acceleration button to control the virtual vehicle to accelerate forward. When the virtual vehicle still cannot drive out of the large pothole area after acceleration, the player can long press the acceleration button to make the virtual vehicle release the virtual traction device, thereby providing auxiliary traction for the virtual vehicle. Then, the weight of the virtual vehicle, the slip coefficient of the wheels of the virtual vehicle (such as a virtual vehicle) when slipping in the large pothole area, and the resistance coefficient of the large pothole area can be obtained (wherein, the slip coefficient is less than the resistance coefficient, that is, the virtual vehicle cannot drive out of the large pothole area based on its own traction). Subsequently, the first multiplication result of the virtual vehicle weight and the slip coefficient and the second multiplication result of the virtual vehicle weight and the resistance coefficient can be calculated respectively, and the first multiplication result and the auxiliary traction force are added to obtain the addition result. Finally, the size of the addition result and the second multiplication result is determined. When the addition result is greater than the second multiplication result, it is determined that the virtual vehicle can drive out of the large pothole area with the help of the virtual traction device. For example, an animation of the virtual vehicle driving out of the large pothole area with the help of the virtual chain can be played.
[0129] In other embodiments, following the above, the following processing may also be performed: in response to the addition result being less than the second multiplication result, it is determined that the virtual vehicle is still unable to drive out of the first pothole area with the help of the virtual traction device, and a fourth prompt message is displayed, wherein the fourth prompt message is used to prompt that the virtual vehicle is unable to drive out of the first pothole area.
[0130] For example, continuing with the above example, when it is detected that the addition result is less than the second multiplication result, it is determined that the virtual vehicle is still unable to exit the large pothole area with the help of a virtual traction device (e.g., a virtual chain), and a fourth prompt message may be displayed, wherein the fourth prompt message is used to inform the player that the virtual vehicle cannot exit the large pothole area. For example, the fourth prompt message may include the following text: "The virtual vehicle cannot exit the mud pit. Please choose another way to exit the mud pit." For example, the player can control the virtual object to exit the virtual vehicle by clicking the Get Off button, and control the virtual object to exit the large pothole area on foot.
[0131] The control method of the virtual vehicle provided in the embodiment of the present application allows the player to control the virtual vehicle to release the virtual traction device when driving the virtual vehicle by reusing the original skill release control in the virtual scene without adding additional controls. The virtual traction device can also be used to provide auxiliary traction for the virtual vehicle, thereby helping the virtual vehicle to drive out of large potholes in the virtual scene that were originally impossible to drive out of, etc., thereby improving the operational efficiency of the virtual vehicle in the virtual scene, and thus significantly improving the player's operating experience, providing the player with more gaming fun.
[0132] Below, taking a massively multiplayer online role-playing game (MMORPG) as an example, an exemplary application of the embodiments of the present application in an actual application scenario is described.
[0133] With the development of technology and the improvement of mobile device performance, the operation direction of the human-computer interaction interface must be developed towards a more convenient and efficient control method, so that users can have a more pleasant human-computer interaction method. In view of this, the embodiment of the present application describes a quick lock operation that can be performed on a virtual vehicle (referred to as a vehicle) in a mobile terminal software. For example, in a mobile game, if a player wants to trigger a lock operation while driving a vehicle, he can complete the lock operation (such as controlling the vehicle to throw a chain) by long pressing and dragging a skill general attack key (such as an acceleration button) without adding an additional lock button. In other words, the technical solution provided by the embodiment of the present application is that when the player is in the game, he can quickly and easily perform the lock operation with one hand, which is quick and convenient to operate and provides a better user experience.
[0134] The following is a detailed description of the control method of the virtual vehicle provided in the embodiment of the present application.
[0135] In some embodiments, referring to FIG6A , FIG6A is a schematic diagram of an application scenario of a virtual vehicle control method provided in an embodiment of the present application. As shown in FIG6A , when entering a game, a virtual scene 600 may be displayed on the screen of a terminal device (e.g., a mobile phone), wherein a game character 601 controlled by a player and a vehicle button 602 are displayed in the virtual scene 600. When a click operation on the vehicle button 602 is received from the player, a virtual vehicle 603 (e.g., a virtual car) may be displayed in the virtual scene 600, and the game character 601 may be controlled to enter the virtual vehicle 603, i.e., the vehicle driving mode is switched to the vehicle driving mode.
[0136] 6A , a joystick button 604 may also be displayed in the lower left corner of the virtual scene 600. The player may operate the joystick button 604 with their left hand to control the movement of the virtual vehicle 603. For example, the joystick button 604 may be used to control the virtual vehicle 603 to move forward or backward in the virtual scene 600. In addition, when the player operates the joystick button 604 to control the virtual vehicle 603 to move forward and encounters a small pothole 605 on the road, the player may click the acceleration button 606 (or accelerator key) in the lower right corner to control the virtual vehicle 603 to quickly pass over the small pothole 605 on the road.
[0137] In other embodiments, see FIG6B , which illustrates an application scenario of a virtual vehicle control method provided by an embodiment of the present application. As shown in FIG6B , when a player encounters a large pothole 607 while controlling a virtual vehicle 603 via a joystick, they can first try clicking the accelerator button 606. If the virtual vehicle 603 still cannot pass the pothole 607 after accelerating, they can press and hold the accelerator button 606. At this point, the accelerator button 606 reappears in the form of a wheel 608. The player can drag the wheel 608 to cause the virtual vehicle 603 to throw a virtual chain 609 in the direction indicated by the wheel 608. This chain can then be attached to any surrounding scene object, such as a tree or rock. For example, when the virtual chain 609 is attached to a tree 610, the selected tree 610 will be highlighted. Of course, if the player is dissatisfied with the currently selected tree, they can also drag the wheel 608 to select a different tree. For example, when a tree 611 in the virtual scene 600 is switched and selected, the previously selected tree 610 can be restored to its original state, and the currently selected tree 611 can be highlighted. When the player releases the control, the virtual vehicle 603 can be automatically accelerated forward. Based on the principle of physical pulling force, the virtual vehicle 603 can be dragged out of the large pothole area 607. If the virtual vehicle 603 cannot be dragged out of the large pothole area 607 this time, the player can try again, for example, by long-pressing the acceleration button 606 again. In addition, after the virtual vehicle 603 is detected to have passed the large pothole area 607, the acceleration button 606 can be restored from the wheel 608 form to its original form.
[0138] In some embodiments, referring to FIG6C , FIG6C is a schematic diagram of an application scenario of a control method for a virtual vehicle provided in an embodiment of the present application. As shown in FIG6C , in the operation link of long pressing the acceleration button 606 to trigger the chain mode, if the player operates the joystick button 604 with his left hand, the shaking operation of the joystick button 604 will become an operation to assist in forming a lens translation. For example, when the player shakes the joystick button 604 to the left, the virtual lens can be controlled to translate to the left. When the player shakes the joystick button 604 to the right, the virtual lens can be controlled to translate to the right, thereby helping the player to check whether there are trees or boulders nearby.
[0139] The following continues to illustrate the control method of the virtual vehicle provided in the embodiment of the present application with reference to FIG7 .
[0140] For example, see Figure 7, which is a flow chart of the control method of the virtual vehicle provided in an embodiment of the present application, which will be explained in conjunction with the steps shown in Figure 7.
[0141] In step 201, enter the game state.
[0142] In step 202, the vehicle driving mode is switched to.
[0143] In some embodiments, the following method can be used to detect whether the player has entered vehicle driving mode: if the player clicks the "Get In" button, the character's carrier will switch from the ground to a drivable vehicle (hereinafter referred to as a vehicle). The program checks each frame whether the character's current carrier is a vehicle to determine whether the player has entered vehicle driving mode. If the player is in vehicle driving mode, the interface interaction button is changed to a "Get Out" button. The player can exit vehicle driving mode by clicking the "Get Out" button, at which point the interaction button returns to normal mode.
[0144] In step 203 , it is determined whether the vehicle has fallen into a large pothole. If not, step 204 is executed; if so, step 205 is executed.
[0145] In some embodiments, it is possible to detect and determine whether a vehicle falls into a large pothole (such as a mud pit) while driving by the following method: a sign indicating whether the vehicle is in the mud pit (hereinafter referred to as the sign) is provided on the vehicle. When making a game map, a movement trigger is added to the mud pit. When the vehicle moves into the mud pit, an entry notification to the mud pit is triggered, and when the vehicle exits the mud pit, an exit notification is also triggered. According to the entry and exit notifications, the vehicle's sign is synchronously modified to indicate whether it is in the mud pit, and an interface interaction prompt is synchronously triggered. For example, when in the mud pit, a prompt is given that the vehicle has fallen into the pit; when exiting the mud pit, a prompt is given that the vehicle has successfully exited.
[0146] In step 204 , a click operation on the acceleration button is received, and the vehicle is controlled to accelerate forward.
[0147] In step 205 , a long press operation on the acceleration button is received.
[0148] In step 206 , it is determined whether the chain mode is triggered. If not, step 207 is executed; if so, step 208 is executed.
[0149] In some embodiments, in response to the situation where a vehicle falls into a mud pit, the embodiments of the present application provide an auxiliary method for the vehicle to drive out of the mud pit. For example, in the technical solution provided in the embodiments of the present application, the vehicle itself is provided with an independent pulley traction device (that is, the above-mentioned virtual traction device, which is similar to a crane traction device). The pulley traction device is attached with a pull rope (or chain), one end of which is connected to the vehicle. By tying the other end of the pull rope to a tree or a boulder, and then pulling the pull rope by the vehicle to tighten it, the purpose of providing auxiliary traction to the vehicle is achieved.
[0150] In step 207 , the vehicle is controlled to accelerate forward.
[0151] In step 208, a suitable tree or boulder is selected.
[0152] In step 209, a drag operation on the wheel is received, and the chain is thrown in the corresponding direction.
[0153] In step 210 , it is determined whether the boulder is locked. If not, step 211 is executed; if so, step 212 is executed.
[0154] In step 211, reselect.
[0155] In step 212, release the finger to confirm the selection.
[0156] In some embodiments, a formula for escaping a mud pit is designed as follows: The maximum pulling force of the vehicle's pulley traction device is pre-set to F_assist_max (i.e., the auxiliary traction force), and the total escape force required for the vehicle to escape different potholes is set to: F_escape = W (vehicle weight) * zD (pot resistance coefficient). Furthermore, the slip coefficient (also known as the friction coefficient) of the wheel slipping in different potholes is set to fD, assuming that the wheel slips when moving in the mud pit. The traction provided by the wheel in the mud pit is: F_wheel = W (vehicle weight) * fD (slip coefficient).
[0157] Then in the mud pit, the maximum total traction obtained by the vehicle with the assistance of the pulley traction device is:
[0158] F_total=F_wheel+F_assist_max=W*fD+F_assist_max
[0159] The escape condition is: the vehicle can escape from the mud pit only when F_total>F_escape, that is:
[0160] W*fD+F_assist_max>W*zD
[0161] Among them, W represents the vehicle weight, which comes from different vehicle presets, F_assist_max represents the maximum value of the vehicle's auxiliary traction, which comes from different vehicle presets, fD represents the slip coefficient of the wheel in the mud pit, which comes from different mud pit presets, and zD represents the resistance coefficient of the mud pit, which comes from different mud pit presets.
[0162] The following describes the escape mode using wheel power alone.
[0163] In some embodiments, it is possible to detect whether the vehicle's acceleration alone, combined with the frictional force of the wheels, can allow the vehicle to overcome a small pothole. In this mode, without the assistance of the vehicle's pulley traction device, i.e., the auxiliary traction force F_assist_max = 0, the vehicle's ability to escape a small pothole is:
[0164] W*fD>W*zD
[0165] is equivalent to:
[0166] fD>zD
[0167] When a player clicks the accelerator button (not a long press), the system checks to see if the above conditions are met. If so, the vehicle is considered capable of traversing the pothole. It should be noted that the above two parameters (fD and zD) are entirely dependent on the developer's assumptions about the potholes and have nothing to do with the vehicle.
[0168] Next, the escape mode assisted by the pulley traction device will be described.
[0169] In some embodiments, when encountering a large pothole that makes it impossible to escape using wheel power alone, the player can long-press the accelerator button. The pulley rope of the vehicle's traction device is thrown out and locked to the nearest tree or rock (a tree is used as an example below), entering chain mode (or assist mode). In assist mode, after the player releases the accelerator button, auxiliary traction force is released, that is, the auxiliary traction force F_assist_max mentioned above is greater than 0. The conditions for the vehicle to escape the large pothole are:
[0170] W*fD+F_assist_max>W*zD
[0171] The above conditions are simultaneously checked. If they are, the vehicle can be considered capable of traversing the pothole in assisted mode. It should be noted that the above four parameters are entirely dependent on the planner's assumptions about the potholes and the vehicle. Furthermore, if the above conditions are not met, the player will have no choice but to exit vehicle driving mode and control the character to walk out of the pothole.
[0172] In other embodiments, since different trees can withstand different pulling forces, the bearing capacity of the trees can be preferentially detected before detecting the above-mentioned escape conditions. According to the principle of tension interaction, the pulling force on the tree (such as the trunk of the tree) is equal to the auxiliary traction force F_assist_max of the vehicle pulley traction device. At the same time, assuming that the maximum pulling force that the tree can withstand is preset to be F_tree, when F_assist_max>F_tree, the trunk will break, causing the vehicle to retract the pull rope and exit the auxiliary mode. At this time, the player can press and hold the acceleration button again to select the next nearest tree to enter the chain mode again. When the bearing capacity of the trunk of the next tree F_tree>F_assist_max, the above-mentioned escape condition detection is entered.
[0173] In summary, in auxiliary mode, the following steps are performed to determine if a vehicle has escaped:
[0174] 1) F_tree>F_assist_max, that is, the locked tree needs to have sufficient bearing capacity, otherwise the tree needs to be replaced and locked again;
[0175] 2) W*fD+F_assist_max>W*zD, that is, the sum of the friction and auxiliary traction provided by the vehicle's wheels must be greater than the pit exit resistance.
[0176] In some embodiments, in assist mode, whether the joystick button operation can be switched to a panning operation can be determined by determining whether the accelerator button is in a long-press state. For example, after the processor collects event data, it can determine whether the gesture is a long-press or a click based on the gesture. After receiving the processor's processing results, the control unit performs the corresponding operation.
[0177] To sum up, the control method of the virtual vehicle provided in the embodiment of the present application has the following beneficial effects: the technical solution provided in the embodiment of the present application is widely used in such games that need to improve operational efficiency. By completing operations that originally required multiple steps quickly and efficiently, it can significantly improve the player's operating experience, thereby providing players with more game fun.
[0178] The following continues to describe an exemplary structure of the control device 555 of the virtual vehicle provided in an embodiment of the present application implemented as a software module. In some embodiments, as shown in Figure 2, the software modules in the control device 555 of the virtual vehicle stored in the memory 550 may include: a display module 5551 and a control module 5552.
[0179] The display module 5551 is configured to display a virtual scene, wherein the virtual scene includes a virtual vehicle and a skill release control, the skill release control is associated with multiple skills, and different skills are triggered in different ways; the control module 5552 is configured to control the virtual vehicle to release a virtual traction device in response to a first trigger operation on the skill release control, wherein one end of the virtual traction device is connected to the virtual vehicle; the control module 5552 is also configured to control the virtual vehicle to tighten the virtual traction device in response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, so as to provide auxiliary traction for the virtual vehicle.
[0180] In some embodiments, the first trigger operation includes a pressing operation; the control device 555 of the virtual vehicle also includes a switching module 5553, which is configured to switch the skill release control to a wheel control in response to a pressing operation on the skill release control; the control module 5552 is also configured to control the virtual vehicle to release the virtual traction device to a first direction in the virtual scene in response to a drag operation on the wheel control, wherein the first direction is the direction indicated by the wheel control when the drag operation is released.
[0181] In some embodiments, the virtual vehicle is in a first pothole area of the virtual scene, wherein the first pothole area is an area in the virtual scene that the virtual vehicle cannot drive out of due to its own traction; the switching module 5553 is further configured to switch the wheel control back to the skill release control in response to the virtual vehicle driving out of the first pothole area with the help of the virtual traction device.
[0182] In some embodiments, the display module 5551 is further configured to display a first prompt message when the virtual vehicle enters the first pothole area, wherein the first prompt message is used to prompt the virtual vehicle to fall into the first pothole area; and is configured to display a second prompt message when the virtual vehicle drives out of the first pothole area with the help of the virtual traction device, wherein the second prompt message is used to prompt the virtual vehicle to successfully drive out of the first pothole area.
[0183] In some embodiments, the virtual scene also includes a joystick control; after the switching module 5553 switches the skill release control to a wheel control, the control module 5552 is further configured to control the virtual lens in the virtual scene to translate in the shaking direction of the shaking operation in response to a shaking operation on the joystick control.
[0184] In some embodiments, the first trigger operation includes a pressing operation; the control module 5552 is further configured to control the virtual vehicle to release the virtual traction device in a second direction in the virtual scene in response to a pressing operation on the skill release control, wherein the second direction includes one of the following: the current driving direction of the virtual vehicle, the direction from the virtual vehicle to the nearest virtual object, and the direction from the virtual vehicle to the virtual object with the greatest bearing force.
[0185] In some embodiments, the first trigger operation includes a pressing operation; the display module 5551 is further configured to highlight multiple virtual objects within the connection range of the virtual traction device in the virtual scene in response to a pressing operation on the skill release control; the control module 5552 is further configured to control the virtual vehicle to release the virtual traction device to the selected virtual object in response to a selection operation on multiple virtual objects.
[0186] In some embodiments, the first trigger operation includes a pressing operation, and the skill release control includes an acceleration control; the control device 555 of the virtual vehicle also includes an acquisition module 5554 and a prediction module 5555, wherein the acquisition module 5554 is configured to respond to the pressing operation on the acceleration control and acquire multiple virtual objects within the connection range of the virtual traction device in the virtual scene; the prediction module 5555 is configured to call the machine learning model for prediction processing based on the feature information corresponding to the multiple virtual objects, and obtain the selection probability corresponding to each virtual object; the control module 5552 is also configured to control the virtual vehicle to release the virtual traction device to the virtual object with the highest selection probability.
[0187] In some embodiments, the display module 5551 is further configured to, in response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, highlight the first virtual object; in response to the other end of the virtual traction device being switched to be connected to the second virtual object in the virtual scene, restore the first virtual object to the default display style and highlight the second virtual object.
[0188] In some embodiments, before the control module 5552 controls the virtual vehicle to tighten the virtual traction device, the acquisition module 5554 is also configured to obtain the bearing force of the first virtual object; the control device 555 of the virtual vehicle also includes a transfer module 5556, which is configured to transfer to the execution of controlling the virtual vehicle to tighten the virtual traction device in response to the bearing force being greater than or equal to the auxiliary traction force.
[0189] In some embodiments, the display module 5551 is further configured to display a third prompt message in response to the bearing force being less than the auxiliary traction force, wherein the third prompt message is used to prompt the selection of other virtual objects in the virtual scene, and the other virtual objects are virtual objects other than the first virtual object in the virtual scene.
[0190] In some embodiments, the virtual vehicle is in a second pothole area of the virtual scene, which is an area in the virtual scene that the virtual vehicle can drive out of based on its own traction, and the skill release control includes an acceleration control; the control module 5552 is also configured to control the acceleration of the virtual vehicle in response to a second trigger operation for the acceleration control to make the virtual vehicle drive out of the second pothole area, wherein the slip coefficient of the virtual vehicle in the second pothole area is greater than the resistance coefficient of the second pothole area.
[0191] In some embodiments, the virtual vehicle is in a first pothole area of the virtual scene, wherein the first pothole area is an area in the virtual scene that the virtual vehicle cannot drive out of based on its own traction; the acquisition module 5554 is further configured to acquire the weight of the virtual vehicle, the slip coefficient of the virtual vehicle in the first pothole area, and the resistance coefficient of the first pothole area; the control device 555 of the virtual vehicle also includes a determination module 5557, configured to determine a first multiplication result of the weight of the virtual vehicle and the slip coefficient, and a second multiplication result of the weight of the virtual vehicle and the resistance coefficient; and for determining an addition result of the first multiplication result and the auxiliary traction force; the determination module 5557 is further configured to determine that the virtual vehicle can drive out of the first pothole area with the help of the virtual traction device in response to the addition result being greater than the second multiplication result.
[0192] In some embodiments, the determination module 5557 is further configured to determine that the virtual vehicle is still unable to drive out of the first pothole area with the help of the virtual traction device in response to the addition result being less than the second multiplication result; the display module 5551 is further configured to display a fourth prompt message, wherein the fourth prompt message is used to prompt that the virtual vehicle is unable to drive out of the first pothole area.
[0193] In some embodiments, the display module 5551 is further configured to display a virtual scene, wherein the virtual scene includes virtual objects and vehicle controls; and in response to a trigger operation on the vehicle controls, display a virtual vehicle and skill release controls in the virtual scene; the control module 5552 is further configured to control the virtual object to enter the virtual vehicle.
[0194] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated here. For any unfinished technical details of the control device for the virtual vehicle provided in the embodiment of the present application, they can be understood based on the description of any of Figures 3, 4, or 5.
[0195] The present invention provides a computer program product comprising a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the virtual vehicle control method described in the present invention.
[0196] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the virtual vehicle control method provided by an embodiment of the present application, for example, the virtual vehicle control method shown in Figure 3, Figure 4, or Figure 5.
[0197] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.
[0198] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0199] As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.
[0200] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. A method for controlling a virtual vehicle, executed by an electronic device, the method comprising: Displaying a virtual scene, wherein the virtual scene includes a virtual vehicle and a skill release control, wherein the skill release control is associated with a plurality of skills, and different skills are triggered in different ways; In response to a first trigger operation on the skill release control, controlling the virtual vehicle to release a virtual traction device, wherein one end of the virtual traction device is connected to the virtual vehicle; In response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, the virtual vehicle is controlled to tighten the virtual traction device to provide auxiliary traction for the virtual vehicle.
2. The method according to claim 1, wherein: The first trigger operation includes a pressing operation; In response to the first trigger operation on the skill release control, controlling the virtual vehicle to release the virtual traction device includes: In response to the pressing operation on the skill release control, switching the skill release control to a wheel control; In response to a drag operation on the wheel control, the virtual vehicle is controlled to release a virtual traction device toward a first direction in the virtual scene, wherein the first direction is a direction indicated by the wheel control when the drag operation is released.
3. The method according to claim 2, wherein: The virtual vehicle is in a first pothole zone of the virtual scene, wherein the first pothole zone is an area in the virtual scene that the virtual vehicle cannot drive out of due to its own traction; The method further comprises: In response to the virtual vehicle driving out of the first pothole zone with the help of the virtual traction device, the wheel control is switched back to the skill release control.
4. The method according to claim 3, wherein: The method further comprises: In response to the virtual vehicle entering the first pothole zone, displaying first prompt information, wherein the first prompt information is used to prompt the virtual vehicle to fall into the first pothole zone; In response to the virtual vehicle driving out of the first pothole area with the help of the virtual traction device, a second prompt message is displayed, wherein the second prompt message is used to prompt the virtual vehicle to successfully drive out of the first pothole area.
5. The method according to claim 2, wherein: The virtual scene also includes a joystick control; After switching the skill release control to the roulette control, the method further includes: In response to a shaking operation on the joystick control, a virtual lens in the virtual scene is controlled to translate in a shaking direction of the shaking operation.
6. The method according to claim 1, wherein: The first trigger operation includes a pressing operation; In response to the first trigger operation on the skill release control, controlling the virtual vehicle to release the virtual traction device includes: In response to the pressing operation on the skill release control, the virtual vehicle is controlled to release the virtual traction device to a second direction in the virtual scene, wherein the second direction includes one of the following: the current driving direction of the virtual vehicle, the direction from the virtual vehicle to the nearest virtual object, and the direction from the virtual vehicle to the virtual object with the greatest bearing force.
7. The method according to claim 1, wherein: The first trigger operation includes a pressing operation; In response to the first trigger operation on the skill release control, controlling the virtual vehicle to release the virtual traction device includes: In response to the pressing operation on the skill release control, highlighting a plurality of virtual objects in the virtual scene that are within the connection range of the virtual traction device; In response to a selection operation on the plurality of virtual objects, the virtual vehicle is controlled to release the virtual traction device toward the selected virtual object.
8. The method according to claim 1, wherein: The first trigger operation includes a pressing operation, and the skill release control includes an acceleration control; In response to the first trigger operation on the skill release control, controlling the virtual vehicle to release the virtual traction device includes: In response to the pressing operation on the acceleration control, acquiring a plurality of virtual objects in the virtual scene that are within a connection range of a virtual traction device; Based on the feature information respectively corresponding to the multiple virtual objects, calling the machine learning model to perform prediction processing to obtain the selection probability respectively corresponding to each of the virtual objects; The virtual vehicle is controlled to release the virtual traction device toward the virtual object with the highest probability of being selected.
9. The method according to claim 8, wherein: Before calling the machine learning model for prediction processing, the method further includes: Obtain sample virtual objects pre-labeled with selection probabilities; Based on the feature information of the sample virtual object, calling the initialized machine learning model to perform prediction processing to obtain a prediction result; Determine the difference between the prediction result and the pre-marked selection probability, and perform back propagation based on the difference, and update the parameters of the machine learning model layer by layer during the back propagation process.
10. The method according to any one of claims 1 to 9, wherein: In response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, the method further includes: highlighting the first virtual object; In response to the other end of the virtual traction device being switched to be connected to the second virtual object in the virtual scene, the first virtual object is restored to a default display style, and the second virtual object is highlighted.
11. The method according to any one of claims 1 to 9, wherein: Before controlling the virtual vehicle to tighten the virtual traction device, the method further includes: Obtaining the bearing capacity of the first virtual object; In response to the bearing force being greater than or equal to the auxiliary traction force, a process of controlling the virtual vehicle to tighten the virtual traction device is executed.
12. The method according to claim 11, wherein: The method further comprises: In response to the bearing force being less than the auxiliary traction force, third prompt information is displayed, wherein the third prompt information is used to prompt selection of other virtual objects in the virtual scene, and the other virtual objects are virtual objects in the virtual scene other than the first virtual object.
13. The method according to any one of claims 1 to 9, wherein: The virtual vehicle is in a second pothole zone of the virtual scene, the second pothole zone is an area in the virtual scene that the virtual vehicle can drive out of based on its own traction, and the skill release control includes an acceleration control; The method further comprises: In response to a second trigger operation for the acceleration control, the virtual vehicle is controlled to accelerate so that the virtual vehicle drives out of the second pothole zone, wherein the slip coefficient of the virtual vehicle in the second pothole zone is greater than the drag coefficient of the second pothole zone.
14. The method according to any one of claims 1 to 9, wherein: The virtual vehicle is in a first pothole zone of the virtual scene, wherein the first pothole zone is an area in the virtual scene that the virtual vehicle cannot drive out of due to its own traction; The method further comprises: Obtaining the weight of the virtual vehicle, the slip coefficient of the virtual vehicle in the first pothole area, and the resistance coefficient of the first pothole area; Determining a first multiplication result of the weight of the virtual vehicle and the slip coefficient, and a second multiplication result of the weight of the virtual vehicle and the drag coefficient; determining an addition result of the first multiplication result and the auxiliary traction force; In response to the addition result being greater than the second multiplication result, it is determined that the virtual vehicle can drive out of the first pothole zone with the help of the virtual traction device.
15. The method according to claim 14, wherein: The method further comprises: In response to the addition result being less than the second multiplication result, it is determined that the virtual vehicle is still unable to drive out of the first pothole area with the help of the virtual traction device, and a fourth prompt message is displayed, wherein the fourth prompt message is used to prompt that the virtual vehicle is unable to drive out of the first pothole area.
16. The method according to any one of claims 1 to 15, wherein: The display of the virtual scene comprises: Displaying a virtual scene, wherein the virtual scene includes virtual objects and vehicle controls; In response to a trigger operation on the vehicle control, a virtual vehicle and a skill release control are displayed in the virtual scene, and the virtual object is controlled to enter the virtual vehicle.
17. A control device for a virtual vehicle, the device comprising: A display module is configured to display a virtual scene, wherein the virtual scene includes a virtual vehicle and a skill release control, and the skill release control is associated with multiple skills, and different skills are triggered in different ways; a control module configured to control the virtual vehicle to release a virtual traction device in response to a first trigger operation on the skill release control, wherein one end of the virtual traction device is connected to the virtual vehicle; The control module is further configured to control the virtual vehicle to tighten the virtual traction device in response to the other end of the virtual traction device being connected to the first virtual object in the virtual scene, so as to provide auxiliary traction for the virtual vehicle.
18. An electronic device, comprising: A memory for storing executable instructions; A processor is used to implement the virtual vehicle control method described in any one of claims 1 to 16 when executing the executable instructions stored in the memory.
19. A computer-readable storage medium storing computer-executable instructions, wherein when the computer-executable instructions are executed by a processor, the method for controlling a virtual vehicle according to any one of claims 1 to 16 is implemented.
20. A computer program product, comprising a computer program or computer executable instructions, which, when executed by a processor, implements the method for controlling a virtual vehicle according to any one of claims 1 to 16.
Citation Information
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