Method and apparatus for controlling virtual character, and terminal and storage medium
By executing the control method of virtual characters in game applications, using the prompt information of the virtual environment and the character status, convenient portability and avoidance between virtual characters is achieved, and inconvenient operation in the prior art is solved, and operation efficiency and convenience are improved.
Patent Information
- Application Number
- PCT/CN2024/105344
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-12
- Filing Date
- 2024-07-12
- Publication Date
- 2025-03-20
AI Technical Summary
In existing game applications, users need to first look for virtual vehicles and then move them to other virtual characters to achieve the purpose of carrying other virtual characters to move, and the operation is not convenient enough.
By executing the control method of the virtual character on the computer device, the first virtual environment screen is displayed to observe from the first perspective of the first virtual character. When the character state meets the preset conditions, prompt information is displayed indicating that it has the ability to carry other virtual characters, and when the second virtual character enters its preset range, the second virtual character is cancelled to display so that its position changes with the position of the first virtual character.
Improves the convenience and efficiency of operation, avoids the constraints of relying on virtual vehicles to carry virtual characters, and allows the second virtual character to avoid hostile virtual characters without additional search for virtual buildings or obstacles.
Smart Images

Figure CN2024105344_20032025_PF_FP_ABST
Abstract
Description
Virtual character control method, device, terminal and storage medium
[0001] This application claims priority to Chinese patent application No. 202311176458.8 filed on September 12, 2023, entitled “Virtual Character Control Method, Device, Terminal and Storage Medium,” the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a method, device, terminal, and storage medium for controlling a virtual character. Background Art
[0003] Currently, some game applications (such as shooting game applications) provide virtual vehicles, such as virtual cars, virtual yachts, virtual airplanes, virtual horses, etc. The virtual characters controlled by the user can carry other virtual characters by driving the virtual vehicles.
[0004] However, the user needs to find a virtual vehicle first, and then move the virtual vehicle to other virtual characters before he can move other virtual characters. The operation is not convenient enough.
[0005] Summary of the Invention
[0006] The embodiments of the present application provide a method, device, terminal, and storage medium for controlling a virtual character, which can improve the convenience and efficiency of operation. The technical solution is as follows:
[0007] According to one aspect of an embodiment of the present application, a method for controlling a virtual character is provided, which is executed by a computer device, and the method includes:
[0008] Displaying a first virtual environment image, wherein the first virtual environment image is an image of the virtual environment observed from a first perspective of the first virtual character;
[0009] In response to the character state of the first virtual character meeting a preset condition, displaying prompt information, wherein the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters;
[0010] In response to the second virtual character being within the preset range of the first virtual character, the second virtual character is canceled from display; wherein the position of the second virtual character that is canceled from display changes along with the position of the first virtual character.
[0011] According to one aspect of an embodiment of the present application, a method for controlling a virtual character is provided, which is executed by a computer device, and the method includes:
[0012] displaying a second virtual environment image, wherein the second virtual environment image is an image of the virtual environment observed from a second perspective of the second virtual character;
[0013] When a prompt message is displayed, in response to the second virtual character being within a preset range of the first virtual character, the second virtual environment screen is updated and displayed, and the prompt message is used to indicate that the first virtual character has the ability to carry other virtual characters; wherein, the position of the second virtual character that is canceled from display in the virtual environment changes with the position of the first virtual character.
[0014] According to one aspect of an embodiment of the present application, a device for controlling a virtual character is provided, the device comprising:
[0015] An environment picture display module, configured to display a first virtual environment picture, wherein the first virtual environment picture is a picture of the virtual environment observed from a first perspective of a first virtual character;
[0016] a prompt information display module, configured to display prompt information in response to the character state of the first virtual character reaching a preset state, wherein the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters;
[0017] The virtual character display module is configured to cancel display of the second virtual character in response to the second virtual character being within a preset range of the first virtual character; wherein the position of the second virtual character that is canceled from display changes along with the position of the first virtual character.
[0018] According to one aspect of an embodiment of the present application, a device for controlling a virtual character is provided, the device comprising:
[0019] An environment picture display module, configured to display a second virtual environment picture, wherein the second virtual environment picture is a picture of observing the virtual environment from a second perspective of a second virtual character;
[0020] A virtual character display module is used to update and display the second virtual environment screen in response to the second virtual character being within a preset range of the first virtual character when a prompt information is displayed, wherein the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters; wherein the position of the second virtual character that is canceled from display in the virtual environment changes along with the position of the first virtual character.
[0021] According to one aspect of an embodiment of the present application, a terminal device is provided, comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the above-mentioned virtual character control method.
[0022] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above-mentioned virtual character control method.
[0023] According to one aspect of an embodiment of the present application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned virtual character control method.
[0024] The technical solutions provided by the embodiments of the present application may have the following beneficial effects:
[0025] When the first virtual character's status meets preset conditions, the first virtual character is prompted to have the ability to carry other virtual characters. Thus, when the second virtual character moves within the preset range of the first virtual character, the first virtual character can carry the second virtual character without the aid of a virtual vehicle, thus avoiding the constraints of relying on a virtual vehicle to carry virtual characters and effectively improving the convenience and efficiency of operation. Furthermore, in scenarios where the second virtual character needs to avoid a hostile virtual character, by adopting the technical solution provided by this application, the second virtual character can hide on the first virtual character without having to search for virtual buildings or obstacles to avoid, further improving the convenience and efficiency of operation. BRIEF DESCRIPTION OF THE DRAWINGS
[0026] FIG1 is a schematic diagram of a control system according to an embodiment of the present application;
[0027] FIG2 is a flow chart of a method for controlling a virtual character provided by one embodiment of the present application;
[0028] FIG3 is a schematic diagram of a first virtual environment screen provided by an embodiment of the present application;
[0029] FIG4 is a schematic diagram of prompt information provided by an embodiment of the present application;
[0030] FIG5 is a schematic diagram of a second virtual character moving into the shadow of a first virtual character according to an embodiment of the present application;
[0031] FIG6 is a schematic diagram of a first virtual character carrying a second virtual character provided by an embodiment of the present application;
[0032] FIG7 is a flowchart of a method for controlling a virtual character provided by another embodiment of the present application;
[0033] FIG8 is a schematic diagram of a second virtual environment screen provided by one embodiment of the present application;
[0034] FIG9 is a schematic diagram of a second control provided by an embodiment of the present application;
[0035] FIG10 is a schematic diagram of a second virtual environment screen provided by another embodiment of the present application;
[0036] FIG11 is a flowchart of a method for controlling a virtual character provided by another embodiment of the present application;
[0037] FIG12 is a block diagram of a control device for a virtual character provided by one embodiment of the present application;
[0038] FIG13 is a block diagram of a control device for a virtual character provided by another embodiment of the present application;
[0039] FIG14 is a block diagram of a terminal device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0040] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0041] Before introducing the embodiments of the present application, the relevant terms involved in the present application are first explained.
[0042] 1. Virtual Environment
[0043] A virtual environment is an environment displayed (or provided) when the client of an application (such as a game application) is running on a terminal device. The virtual environment refers to an environment created for virtual objects to carry out activities (such as game competitions), such as a virtual house, a virtual island, a virtual map, etc. The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictitious environment, or a purely fictitious environment. The virtual environment can be a 3D virtual environment, a 2.5D virtual environment, or a 2D virtual environment, which is not limited in the embodiments of the present application. The above-mentioned virtual objects may include virtual characters, virtual vehicles, virtual animals, etc.
[0044] 2. Virtual Characters
[0045] A virtual character refers to a character controlled by a user account in an application. Taking a game application as an example, a virtual character refers to a game character controlled by a user account in the game application. A virtual character can be in the form of a human, an animal, a cartoon, or other forms, which is not limited in the embodiments of the present application. A virtual character can be displayed in 3D or 2D form, which is not limited in the embodiments of the present application. It should be noted that the virtual character in the embodiments of the present application is different from a virtual vehicle, that is, the above-mentioned virtual character itself does not have the ability to carry other virtual characters.
[0046] In different gaming applications, the actions that a user account can control a virtual character to perform may also vary. For example, in a shooting game application, a user account can control the virtual character to perform actions such as shooting, moving, running, jumping, casting skills, and using virtual props. Gaming applications can include any of the following: Multiplayer Online Battle Arena (MOBA), First-Person Shooting Game (FPS), multiplayer survival games, Third-Person Shooting Game (TPS), and Simulation Game (SLG).
[0047] Of course, in addition to game applications, other types of applications can also display virtual characters to users and provide corresponding functions to virtual characters. For example, AR (Augmented Reality) applications, VR (Virtual Reality) applications, MR (Mixed Reality) applications, social applications, interactive entertainment applications, etc., which are not limited in the embodiments of the present application. In addition, for different applications, the form of the virtual characters provided will also be different, and the corresponding functions will also be different. This can be pre-configured according to actual needs, which is not limited in the embodiments of the present application.
[0048] Please refer to FIG1 , which shows a schematic diagram of a control system according to an embodiment of the present application. The control system may include a terminal device 10 and a server 20 .
[0049] The terminal device 10 may be an electronic device such as a mobile phone, tablet computer, multimedia player, PC (Personal Computer), intelligent robot, vehicle-mounted terminal, wearable device, AR device, VR device, MR device, etc. The terminal device 10 may have installed therein a client of an application, such as a game application, a social entertainment application, a simulation learning application, etc.
[0050] The application can be an online application. For example, the client of the application can be installed and run in different terminal devices 10 for use by different users. Taking a game application as an example, the game application can be installed and run in different terminal devices 10 in the form of a mobile game, a PC game, a web page, a mini-program, etc., which is not limited in this embodiment of the present application. The application can also be a plug-and-play application, which is not limited in this embodiment of the present application.
[0051] The server 20 is used to provide background services for the client of the application (such as a game application) in the terminal device 10. For example, the server 20 can be the background server of the above application (such as a game application). The server 20 can be a single server, a server cluster composed of multiple servers, or a cloud computing service center.
[0052] The terminal device 10 and the server 20 can communicate with each other via a network 30. The network 30 can be a wired network or a wireless network.
[0053] For example, using a gaming application as an example, during a game, a first virtual character can use a first virtual item to carry other virtual characters. Simultaneously, the client displays a prompt on the first virtual character's shadow, alerting the other virtual characters that the first virtual character now has the ability to carry other virtual characters. For example, if a second virtual character moves within the first virtual character's shadow, the client corresponding to the second virtual character sends a carry request to the server. After successfully verifying the carry request, the server sends a carry notification to the client corresponding to the first virtual character and the client corresponding to the second virtual character, respectively. Upon receiving the carry notification, the client corresponding to the first virtual character removes the display of the second virtual character and controls the first virtual character to carry the second virtual character. Upon receiving the carry notification, the client corresponding to the second virtual character also removes the display of the second virtual character and switches its perspective to the first virtual character's first perspective, displaying the virtual environment from the first perspective.
[0054] Below, the technical solution provided by this application will be introduced and explained through method embodiments.
[0055] Please refer to Figure 2, which shows a flowchart of a method for controlling a virtual character provided by an embodiment of the present application. The execution entity of each step of the method can be the terminal device 10 in the control system of the scheme shown in Figure 1, such as the client in the terminal device 10. The method can include the following steps (201~203).
[0056] Step 201 : Displaying a first virtual environment screen. The first virtual environment screen is a screen showing the virtual environment from a first perspective of a first virtual character.
[0057] Among them, the virtual environment is the environment displayed (or provided) when the client of an application (such as a game application) is running on a terminal device, and the virtual environment can be used for virtual objects to move. The virtual objects in the embodiments of the present application may refer to objects that can move in a virtual environment, such as virtual characters, virtual vehicles, virtual animals, etc. The above-mentioned virtual environment screen refers to a screen obtained by observing the virtual environment, such as the first virtual environment screen is a virtual environment screen obtained by the first virtual character observing the virtual environment. The above-mentioned virtual character may refer to a character controlled by a user account in an application, such as the first virtual character may refer to a virtual character controlled by the user account currently logged in in the terminal device.
[0058] The first perspective refers to the perspective of the first virtual character, which can be set and adjusted according to actual usage requirements. For example, the first perspective can refer to a first-person perspective, a third-person perspective, etc. based on the first virtual character, and this embodiment of the application does not limit this.
[0059] In one example, the virtual environment is provided by a game match, in which multiple virtual characters compete. Optionally, the game match includes at least two camps, and virtual characters belonging to different camps can have cooperative or hostile relationships, etc., while multiple virtual characters belonging to the same camp can be teammates. Virtual characters belonging to different camps can attack each other, and virtual characters belonging to the same camp can rescue each other. Optionally, the virtual environment can also be provided by a game level, or by a game activity, which is not limited in this embodiment of the present application.
[0060] For example, referring to FIG3 , after a game round is initiated, the client displays a first virtual environment screen 301 in a user interface 300. The first virtual environment screen 301 is a screen observed from the third-person perspective of a first virtual character 302. The first virtual environment screen 301 includes the first virtual character 302 and the second virtual character 303 located in the virtual environment. The first virtual character 302 and the second virtual character 303 can be controlled by the user to move around in the virtual environment, such as performing skills, using virtual items, walking, running, etc. Optionally, unless otherwise specified, the client in this embodiment of the application refers to the client corresponding to the first virtual character.
[0061] Step 202: In response to the character state of the first virtual character meeting a preset condition, display prompt information, where the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters.
[0062] The preset condition is a pre-set condition, and the character state is used to represent the state of the first virtual character participating in the virtual game in the virtual environment.
[0063] Optionally, the character status includes an attribute status of the first virtual character itself, and whether the character status meets the preset condition is determined based on whether the attribute status of the first virtual character itself meets the preset condition. The attribute status includes at least one of multiple character attributes, such as virtual health, virtual mana, and virtual character level. For example, the character status of the first virtual character is considered to meet the preset condition when the object level of the first virtual character reaches level 10; or the character status of the first virtual character is considered to meet the preset condition when the virtual health of the first virtual character reaches 80%.
[0064] Optionally, the character status includes a skill status of the first virtual character. Whether the character status meets the preset conditions is determined based on whether the skill status of the first virtual character's skill at the current moment meets the applicable state. The skill status includes at least one of a skill cooling state (the current skill is in a waiting state and cannot be used), a skill available state (the current skill can be used), and a skill locked state (the current skill is locked and cannot be used). For example, when the first skill of the first virtual character is in the skill available state, it is considered that the character status of the first virtual character meets the preset conditions.
[0065] Optionally, the character status includes a status of the first virtual character using a virtual prop, and whether the character status of the first virtual character meets a preset condition can be determined by whether the first virtual character uses a preset virtual prop.
[0066] For example, when the first virtual character uses the first virtual prop, it is considered that the character state of the first virtual character meets the preset conditions; or, when the first virtual character uses the first virtual prop to face a preset direction, it is considered that the character state of the first virtual character meets the preset conditions, etc.
[0067] It is worth noting that the above case where the character status meets the preset conditions is only an illustrative example and is not limited to this embodiment of the present application.
[0068] In an optional embodiment, the following description is made by taking the case where the state of the first virtual character using the first virtual prop is regarded as the character state meeting the preset condition as an example.
[0069] Optionally, in response to the user generating an operation signal for the first virtual prop through the terminal device, the client displays the process of the first virtual character using the first virtual prop, and after the first virtual prop is used, the client displays a prompt message. The user can generate an operation signal through the touch screen on the terminal device, such as the user can trigger the prop usage control in the user interface displayed on the touch screen (such as clicking, double-clicking, sliding, long pressing, etc.), thereby generating an operation signal for the first virtual prop to achieve the use of the first virtual prop. The user can also generate operation information through an external device of the terminal device (such as a mouse, keyboard, joystick, handle, etc.) to achieve the use of the first virtual prop, and this embodiment of the application is not limited to this.
[0070] Virtual props refer to props used by virtual characters in an application. Virtual props can be simulations of real objects (such as chips, scrolls, tools, etc.), semi-simulations and semi-fictional props, or purely fictional props, which are not limited in this embodiment of the application. Alternatively, virtual props can be obtained in the virtual environment or assembled before the game begins, which are not limited in this embodiment of the application.
[0071] Exemplarily, the above-mentioned virtual props may refer to skill chips, and different skill chips correspond to different functions, such as carrying function, stealth function, strengthening function, flight function, imprisonment function, etc. Among them, the carrying function refers to the ability of the user of the skill chip to carry other virtual characters (hereinafter referred to as carrying ability). Before the game starts (such as the preparation stage), the user can select and assemble the skill chip. It should be noted that the virtual character in the embodiment of the present application itself does not have the ability to carry other virtual characters (i.e., carrying ability).
[0072] Optionally, the first virtual prop in the embodiment of the present application may refer to a skill chip with a carrying function, which corresponds to a prop trigger control displayed in the user interface, such as the prop trigger control 304 (button style) in Figure 3. The user can use the first virtual prop by triggering the prop trigger control 304.
[0073] In some embodiments, in response to receiving an operation to use the first virtual prop, prompt information is displayed on the shadow of the first virtual character.
[0074] The shadow of the first virtual character is a darker area in the virtual environment formed by virtual objects blocking the propagation of virtual light and preventing it from passing through opaque objects. Alternatively, the shadow may refer to a shadow obtained through simulation, such as the shadow of the first virtual character may refer to the shadow produced by the first virtual character under the illumination of a virtual light source, such as a virtual sun, a virtual lamp, a virtual fire, etc. For example, referring to FIG3 , the first virtual character 302 produces a shadow 305 on the virtual ground under the illumination of a virtual light source. The shape of shadow 305 is related to the model shape of the first virtual character 302 and the angle between the first virtual character 302 and the virtual light source.
[0075] The prompt information in this application is a kind of visual content, such as text prompt information, image prompt information, animation prompt information, special effect prompt information, etc. For example, the client can display the text "Enter to be carried" on or above the shadow of the first virtual character, or can display the special effect "wormhole" on or above the shadow of the first virtual character, and the embodiments of this application are not limited to this. Optionally, the prompt information is associated with the carrying capability, such as during the display of the prompt information, the first virtual character provides a carrying entrance to other virtual characters, and during the cancellation of the prompt information display, the first virtual character does not provide a carrying entrance to other virtual characters.
[0076] In one example, the prompt information is visible to teammate virtual characters in the same virtual camp as the first virtual character (i.e., the teammate virtual object can see the prompt information), such as: if the second virtual character is a teammate virtual character, the prompt information is visible to the second virtual character; it is not visible to enemy virtual characters in a different virtual camp from the first virtual character (i.e., the enemy virtual character can see the prompt information). Exemplarily, referring to Figures 3 and 4, in response to the virtual prop control 304 being triggered, the client displays a special effect 306 (i.e., the prompt information) above the shadow 305 of the first virtual character 302. If the second virtual character 303 is a teammate of the first virtual character 302, the special effect 306 is visible to the second virtual character 303.
[0077] In one example, the character state of the first virtual character reaching a preset state includes the first virtual character using a first virtual prop; in response to receiving an operation to control the first virtual character to use the first virtual prop, the client displays a prompt message on the shadow of the first virtual character if the first virtual prop meets a trigger condition.
[0078] The trigger condition is used to indicate whether the first virtual item can be triggered, and the trigger condition may include at least one of the following.
[0079] 1. The energy value of the first virtual item reaches the maximum energy value. That is, if the energy value of the first virtual item reaches the maximum energy value, the client displays a prompt message in response to the operation of using the first virtual item; if the energy value of the first virtual item does not reach the maximum energy value, the client does not display a prompt message in response to the operation of using the first virtual item. For example, referring to Figure 3, the virtual item control 304 indicates whether the energy value has reached the maximum energy value in the form of a virtual energy tank. When the energy in the virtual energy tank is full, the first virtual item can be used. The energy value of the first virtual item increases with time. Optionally, the user can also obtain energy value by completing tasks and defeating enemies. After the first virtual item is used, the energy value of the first virtual item is reset to 0.
[0080] 2. The remaining cooldown time of the first virtual item is 0. That is, if the remaining cooldown time of the first virtual item is 0, the client displays a prompt message in response to the operation of using the first virtual item; if the remaining cooldown time of the first virtual item is not 0, the client does not display a prompt message in response to the operation of using the first virtual item.
[0081] 3. The first virtual character has a shadow. That is, if the first virtual character has a shadow, the client displays a prompt message in response to the operation of using the first virtual prop; if the first virtual character does not have a shadow, the client does not display a prompt message in response to the operation of using the first virtual prop.
[0082] In one example, the operation of a first virtual character using a first virtual prop is regarded as indicating that the character state of the first virtual character meets a preset condition. In response to receiving the operation of controlling the first virtual character to use the first virtual prop, if the first virtual prop meets the triggering condition, the client obtains the shadow area corresponding to the shadow of the first virtual character; and if the shadow area is greater than or equal to a first threshold, displays a prompt message on the shadow of the first virtual character.
[0083] The trigger conditions in the embodiments of the present application are the same as those described in the above embodiments and will not be repeated here. The shadow area is used to indicate the size of the shadow, such as the area occupied by the shadow on the virtual ground. The above-mentioned first threshold can be set and adjusted according to actual usage requirements, and the embodiments of the present application do not limit this. For example, the above-mentioned first threshold can refer to 1 / 2, 1 / 3, 1 / 4 of the maximum shadow area, etc.
[0084] The above describes the process of displaying prompt information on a shadow. If a first virtual character's use of a first virtual item is considered to indicate that the first virtual character's character state meets a preset condition, then prompt information can be displayed on the shadow when the first item meets the trigger condition, or when the first item meets the trigger condition and the shadow area reaches a first threshold. By introducing comparison elements such as the trigger condition and the first threshold, a clearer logical judgment mechanism is established for the display of prompt information. This helps improve the controllability and adaptability of the prompt information display process, avoids the problem of inappropriate prompt information display, enriches gameplay, and helps improve the efficiency of human-computer interaction.
[0085] Optionally, if the shadow area is greater than or equal to a first threshold, and the first virtual character is in a first state, the client does not display a prompt message; the first state includes at least one of the following: a knocked-down state, being in a virtual vehicle, a climbing state, a rescue state, and a virtual health value of 0. The knocked-down state may refer to a state in which the character loses the ability to attack and whose virtual health value decreases to 0 after a threshold time. The rescue state may refer to a state in which the character is rescuing another virtual character. In some feasible embodiments, if the first virtual character is in the first state, the client directly switches the first virtual item to a disabled state, where the first virtual item cannot be used.
[0086] Optionally, when the shadow area is smaller than the first threshold, the client does not display prompt information on the shadow of the first virtual character.
[0087] The embodiment of the present application determines whether to display a prompt message by combining the trigger condition and the shadow area, so that the user needs to consider the trigger condition and the shadow area when using the first virtual prop, thereby improving the strategic and balanced use of the first virtual prop. The above content also introduces that even if the shadow area reaches the first threshold, it is still necessary to determine whether to display the prompt message based on the state of the first virtual character. For example, when the first virtual character is in a first state such as being knocked down or having a virtual health value of 0, which is not convenient for carrying the virtual character, the prompt message will not be displayed; by considering the first state, the operation process of the virtual environment is made more realistic, avoiding increasing the game burden of the first virtual character when it is inconvenient for the first virtual character to carry the second virtual character, and improving the efficiency of human-computer interaction while considering the game interaction effect. In addition, by restricting the first virtual character in some states from being able to trigger the first virtual prop, the balance of use of the first virtual prop is improved.
[0088] Optionally, during the display of the prompt information, other virtual characters can trigger the first virtual character to carry, and after the prompt information is canceled, other virtual characters cannot trigger the first virtual character to carry.
[0089] In one example, the prompt information has a display duration, meaning that after the prompt information reaches the display duration, the client cancels the display of the prompt information. This embodiment of the application may also include the following: obtaining the shadow area of the shadow when the first virtual item is used; determining the display duration of the prompt information based on the shadow area; wherein the display duration of the prompt information is positively correlated with the shadow area.
[0090] Among them, the larger the shadow area when the first virtual prop is used, the longer the prompt information is displayed, and the smaller the shadow area when the first virtual prop is used, the shorter the prompt information is displayed. Optionally, the shadow area can be directly determined as the display duration of the prompt information, or the product of the factor area and the specified parameter can be determined as the display duration of the prompt information, or the display time corresponding to the duration level corresponding to the area level of the shadow area can be determined as the display duration of the prompt information. This embodiment of the application is not limited to this. In this way, determining the display duration of the prompt information by the shadow area can further improve the strategic use of the first virtual prop.
[0091] The above content describes the process of determining the duration of prompt information based on the shadow area. This correlation between the prompt information display duration and the shadow area allows the prompt information to be more accurately displayed in the virtual environment, enhancing the realism of the game. The positive correlation between the shadow area and the prompt information display duration also enhances the strategic nature of the game, allowing for more flexible prompt information display and a more immersive gaming experience for players.
[0092] In one example, the method for determining the display duration of the prompt information can also be as follows: obtain a first ratio between the model area of the second virtual character and the model area of the first virtual character; determine the display duration of the prompt information based on the first ratio and the shadow area; wherein the display duration of the prompt information is positively correlated with the first ratio, and the display duration of the prompt information is positively correlated with the shadow area.
[0093] Optionally, the model area of the second virtual character is divided by the model area of the first virtual character to obtain a first ratio. The model area may refer to the area of the horizontal projection of the model, the area of the vertical projection of the model, or the volume of the model, which is not limited in this embodiment of the application.
[0094] Optionally, the display duration of the prompt information can be determined based on the product of the first ratio and the shadow area, or the first ratio and the shadow area can be weighted summed to obtain the display duration of the prompt information. This embodiment of the present application is not limited to this.
[0095] The above content describes that when there is a positive correlation between the shadow area and the display duration of the prompt information, the display duration of the prompt information can also be determined by combining the first ratio. The first ratio, as the ratio between the model area of the second virtual character and the model area of the first virtual character, can reflect the size of the second virtual character relative to the first virtual character, and can also, to a certain extent, reflect the reliability of the second virtual character hiding in the first virtual character. The larger the first ratio, the better the first virtual character can hide the second virtual character. Therefore, setting the display duration of the prompt information to be positively correlated with the first ratio can constrain the benefit effect of the prompt information on the second virtual character. Combining the first ratio and the shadow area can more comprehensively constrain the display status of the prompt information, enhance the authenticity of the game, ensure fairness for multiple players participating in the game, and improve the efficiency of human-computer interaction.
[0096] Optionally, after determining the display time of the prompt information, the user can also increase the display time by completing tasks, defeating places, etc.
[0097] The embodiment of the present application enhances the correlation between the prompt information and the shadow by determining the display duration of the prompt information based on the shadow area, so that the display duration can dynamically change with the shadow area, thereby increasing the flexibility of setting the display duration and facilitating further improving the strategic use of the first virtual prop.
[0098] In one example, the client cancels the display of the prompt information when the prompt information meets the disappearance condition; and does not cancel the display of the third virtual character in response to the third virtual character moving into the shadow of the first virtual character.
[0099] The disappearance condition is used to indicate whether the prompt information disappears, and the disappearance condition may include at least one of the following: the display time of the prompt information is reached, the shadow of the first virtual character disappears, and the operation of using the first virtual prop is canceled. The third virtual character is different from the first virtual character. During the period when the prompt information is canceled, although the first virtual character still has the ability to carry, it can no longer carry other virtual characters. Therefore, canceling the prompt information that the first virtual character can carry virtual characters is conducive to improving the balance of the game. Even if the third virtual character moves into the shadow of the first virtual character later, the prompt information will not be displayed because the first virtual character cannot carry virtual characters, and therefore the display of the third virtual character will not be canceled. Restrictions are set for the game process to ensure the fairness of the game.
[0100] Step 203: in response to the second virtual character being within the preset range of the first virtual character, canceling the display of the second virtual character; wherein the position of the second virtual character that is canceled from display changes along with the position of the first virtual character.
[0101] Illustratively, the preset range is a range pre-set based on the location of the first virtual character. Optionally, the preset range is within a circular area of 1 meter around the first virtual character; or, the preset range is within a rectangular area of 0.5 meter around the first virtual character; or, the preset range is within the shadow corresponding to the first virtual character.
[0102] For example, taking the preset range as the shadow corresponding to the first virtual character as an example, in response to the second virtual character moving into the shadow of the first virtual character, the second virtual character is canceled from being displayed.
[0103] Optionally, the second virtual character moving into the preset range of the first virtual character can also be understood as the distance between the second virtual character and the first virtual character being less than or equal to the preset distance. For example, if the preset range is 1 meter, the distance between the second virtual character and the first virtual character is determined in real time based on the position changes of the second virtual character and the first virtual character; if the distance is less than 1 meter or equal to 1 meter, the second virtual character is considered to have moved into the preset range of the first virtual character. The implementation of the preset range is not limited herein.
[0104] The second virtual character is a different virtual character from the first virtual character and may be a teammate or a partner of the first virtual character. Optionally, the above-mentioned prompt information is visible to the second virtual character. The second virtual character moving into the shadow of the first virtual character may refer to the second virtual character moving into the area covered by the shadow or the area covered by the prompt information.
[0105] Canceling the display of the second virtual character may refer to ceasing the display of the model of the second virtual character. For example, the model of the second virtual character may be hidden within the model of the first virtual character to achieve ceasing the display of the second virtual character; the model of the second virtual character may be hidden within the shadow of the first virtual character to achieve ceasing the display of the second virtual character; the model of the second virtual character may be hidden within the prompt information to achieve ceasing the display of the second virtual character; and the model of the second virtual character may be hidden to achieve ceasing the display of the second virtual character.
[0106] In one example, although the second virtual character will be cancelled in the terminal interface when it is within a preset range, the second virtual character is still in a combat state in the current virtual game, that is, the second virtual character is still alive in the game, so the second virtual character still has corresponding position information in the game, that is, the position of the second virtual character in the game has not been cancelled.
[0107] Illustratively, teammate virtual characters in the same virtual camp as the second virtual character can still know the location of the second virtual character that has been cancelled through the virtual map; or, each virtual character in the virtual game can know the location of the second virtual character that has been cancelled by completing tasks in the game, etc.
[0108] Optionally, based on the carrying function of the first virtual character, the second virtual character is carried by the first virtual character when it is within a preset range. At this time, the position of the second virtual character is bound to the position of the first virtual character, so the position of the second virtual character that is canceled from display changes with the position of the first virtual character in the virtual environment.
[0109] Illustratively, the position coordinates of the second virtual character are the same as the position coordinates of the first virtual character, and when the first virtual character moves in the virtual environment, the position coordinates of the second virtual character change synchronously with the position coordinates of the first virtual character; or, the coordinate deviation between the position coordinates of the second virtual character and the position coordinates of the first virtual character is a fixed value, and when the first virtual character moves in the virtual environment, the position coordinates of the second virtual character change along with the position coordinates of the first virtual character and the range of change continues to be the fixed value corresponding to the coordinate deviation, etc.
[0110] Optionally, the position of the second virtual character is determined based on the position where the model of the second virtual character is hidden and the position of the first virtual character, so that the position of the second virtual character that is canceled from display changes along with the position of the first virtual character, thereby achieving the effect that the second virtual character is carried by the first virtual character.
[0111] For example, if the model of the second virtual character is hidden within the model of the first virtual character, the position of the first virtual character can be directly determined as the position of the second virtual character. If the model of the second virtual character is hidden within the shadow of the first virtual character, the position of the second virtual character can be determined based on the position of the first virtual character and the position of the shadow relative to the first virtual character.
[0112] In one example, the second virtual character is canceled from display and shares the first perspective with the first virtual character. That is, for the client of the second virtual character, it originally displays the virtual environment screen from the second perspective of the second virtual character. After the second virtual character is carried by the first virtual character, the client of the second virtual character switches to synchronously display the first virtual environment screen, so that the user corresponding to the second virtual character can continue to obtain information from the first virtual environment screen.
[0113] The above content describes how a second virtual character shares the first perspective with the first virtual character after disappearing. After being carried by the first virtual character, the second virtual character does not lose its game eligibility, but instead participates in the game in a hidden state. Considering that the second virtual character moves with the first virtual character in the virtual environment and is subject to certain game restrictions when carried by the first virtual character, the first virtual character's first perspective can be used as the second virtual character's game perspective, thereby displaying the scene observed from the first perspective to the second virtual character, enhancing the realism of the game. In this process, the server does not need to generate the virtual environment from the second perspective, thereby reducing the workload of generating the virtual environment and saving server processing resources. Furthermore, the user corresponding to the second virtual character no longer needs to perform control operations, thereby improving the user experience. The shared perspective process also facilitates more active and tacit participation of the second and first virtual characters in the game, improving the coordination between the different virtual characters and enhancing the efficiency of human-computer interaction.
[0114] Optionally, when canceling the display of the second virtual character, the client further displays a disappearance special effect, such as a special effect of the second virtual character disappearing in a shadow, a special effect of the second virtual character being hidden by prompt information, etc., which is not limited in this embodiment of the present application.
[0115] For example, referring to Figures 5 and 6 , during the display of prompt information 306, in response to second virtual character 303 moving into shadow 305 of first virtual character 302, the client cancels display of second virtual character 303. The position of second virtual character 303 changes as the position of first virtual character 302 changes. Optionally, second virtual character 303 can also share the first perspective of first virtual character 302, that is, second virtual character 303 observes the game from the first perspective.
[0116] In one example, after the second virtual character has shadowed, the first virtual character needs to actively apply for carrying the second virtual character before the second virtual character can carry the second virtual character. Then step 203 may further include the following:
[0117] 1. When a collision event occurs between a collision body deployed within a preset range and a collision body of a second virtual character, the collision event is sent to a server.
[0118] The preset range is a range pre-set based on the location of the first virtual character. Optionally, the preset range is within a circular area of 1 meter around the first virtual character; or the preset range is within the shadow corresponding to the first virtual character.
[0119] Taking the shadow corresponding to the first virtual character as an example, when a collision event occurs between a collision body deployed in the shadow and the collision body of the second virtual character, the collision event is sent to the server. The collision body deployed in the shadow can refer to the collision body corresponding to the shadow, or it can refer to the collision body corresponding to the prompt information, and the projection area of the collision body coincides with the area covered by the shadow. The collision body of the second virtual character can refer to the collision body corresponding to any part of the model, and can specifically refer to the collision body corresponding to the foot. This embodiment of the present application does not limit this.
[0120] The collision event indicates that a collision body deployed within the shadow has collided with the collision body of the second virtual character. After detecting the collision event, the client sends the collision event to the server. The server may be the backend server corresponding to the client.
[0121] 2. In response to receiving a carry notification from the server, cancel displaying the second virtual character; wherein the carry notification is generated by the server when receiving a carry request from the client corresponding to the second virtual character, and the carry request is used to request the first virtual character to carry the second virtual character.
[0122] The carry notification is used to notify the client to control the first virtual character to carry the second virtual character. The carry notification may include the identification information of the second virtual character and the identification information of the first virtual character. The carry request may include the identification information of the second virtual character and the identification information of the first virtual character. After receiving the carry request, the server verifies the identification information of the first virtual character. After successfully verifying the identification information of the first virtual character, the server generates a carry notification and sends the carry notification to the client corresponding to the first virtual character. After receiving the carry notification, the client controls the first virtual character to carry the second virtual character and cancels the display of the second virtual character.
[0123] The above describes the server-side process for handling the movement of a first virtual character carrying a second virtual character. As a processing device connected to a terminal, the server offers higher processing efficiency. If a terminal detects a collision and then processes the collision via the server, this facilitates a more comprehensive and efficient analysis of the collision. The terminal only needs to determine whether to display the second virtual character based on the carry notification sent by the server, significantly reducing the terminal's computational and storage burden.
[0124] In some embodiments, when the second virtual character is canceled from being displayed, the model of the second virtual character is hidden, thereby achieving the effect of canceling the display of the second virtual character on the interface.
[0125] Optionally, the model of the second virtual character is hidden in the model of the first virtual character.
[0126] Illustratively, when the second virtual character is within a preset range of the first virtual character, it is determined that the first virtual character can carry the second virtual character, and thus the model of the second virtual character can be hidden within the model of the first virtual character. For example, the model of the second virtual character is reduced in size and hidden within the model of the first virtual character.
[0127] Optionally, the model of the second virtual character is hidden in the shadow of the first virtual character.
[0128] Illustratively, when the second virtual character is within a preset range of the first virtual character, it is determined that the first virtual character can carry the second virtual character. Considering that the first virtual character's shadow is typically a dark color, such as gray, and that the shadow moves with the first virtual character, the second virtual character's model can be hidden within the first virtual character's shadow. For example, the second virtual character's model can be scaled down and hidden within the first virtual character's shadow; or, alternatively, a masking effect can be applied to the second virtual character's model so that it appears within the first virtual character's shadow.
[0129] Optionally, the model of the second virtual character is hidden in the prompt information.
[0130] Illustratively, when the second virtual character is within the preset range of the first virtual character, it is determined that the first virtual character can carry the second virtual character. Considering that the prompt information is usually implemented as a floating window on the interface, the model of the second virtual character can also be hidden in the prompt information, thereby canceling the picture effect of displaying the second virtual character on the interface.
[0131] The above content describes hiding the model of a second avatar to remove the display of the second avatar's content. This process reduces visual clutter on the interface, creating the illusion of the second avatar disappearing for the user, better serving the interface's purpose. This provides players with a more personalized and immersive gaming experience, and helps improve the efficiency of human-computer interaction.
[0132] In one example, the client cancels display of the second virtual character and also cancels display of the prompt information, so that other virtual characters can no longer be carried by the first virtual character.
[0133] In one example, after the first virtual character carries the second virtual character, the second virtual character may also detach from the first virtual character, which may include at least one of the following situations:
[0134] 1. When the remaining validity time of the first virtual item used by the first virtual character is 0, the second virtual character is restored to be displayed next to the position of the first virtual character.
[0135] The character status of the first virtual character meeting the preset condition includes the first virtual character using the first virtual item; the remaining validity period refers to the remaining duration of the first virtual character's ability to carry the second virtual character. If the remaining validity period of the first virtual item is 0, the first virtual character loses the ability to carry the second virtual character, and the first virtual character can no longer carry the second virtual character, and the client needs to redisplay the second virtual character. The remaining validity period can be set and adjusted according to actual usage needs, and this embodiment of the application is not limited to this.
[0136] For example, when the remaining validity time of the first virtual item is 0, the client can restore the display of the second virtual character's model on the shadow of the first virtual character, or display the second virtual character's model at any position around the first virtual character.
[0137] 2. When the client corresponding to the second virtual character initiates a detachment request, the second virtual character is restored to display next to the position of the first virtual character.
[0138] The detachment request is used to request to detach from the carrying of the first virtual character. The client corresponding to the second virtual character can send a detachment request to the server. After receiving the detachment request, the server generates a detachment notification and sends the detachment notification to the client corresponding to the first virtual character. After receiving the detachment notification, the client corresponding to the first virtual character controls the first virtual character to end carrying the second virtual character and restores the display of the second virtual character next to the position of the first virtual character. This supports the second virtual character to actively detach from the carrying of the first virtual character, thereby improving the flexibility of operation. That is: even if the first virtual character has the ability to carry, the second virtual character still has a certain degree of autonomy and can choose to be carried by the first virtual character, or not to be carried by the first virtual character, thereby enhancing the flexibility of players controlling virtual characters to play games.
[0139] 3. When the first virtual character enters the second state, the second virtual character is restored to display next to the first virtual character; wherein the second state includes at least one of the following: virtual health value 0, knocked down state, injured state.
[0140] That is, when the first virtual character enters the second state, the first virtual character loses the carrying ability and can no longer carry the second virtual character, and the client needs to redisplay the second virtual character. The injured state may refer to a state where the virtual health value is less than a health value threshold.
[0141] 4. When the shadow of the first virtual character disappears, the second virtual character is restored to be displayed next to the position of the first virtual character.
[0142] Illustratively, the second virtual character is hidden in the shadow of the first virtual character, causing the second virtual character to be undisplayed. Then, when the shadow of the first virtual character disappears, the second virtual character can be restored to display next to the position of the first virtual character. For example, when the first virtual character walks into a dark space, the shadow of the first virtual character disappears, and the second virtual character is restored to display; or, when the virtual health value of the first virtual character is 0, the first virtual character and the shadow disappear together, and the second virtual character is displayed, etc. Therefore, the disappearance of the shadow of the first virtual character can be regarded as the first virtual character losing the ability to carry virtual characters. In other words, the above-mentioned carrying ability can be associated with the shadow of the first virtual character, which is conducive to improving the rationality of the carrying ability. At the same time, the enemy can make targeted deployments based on this feature, thereby improving the strategy of the game.
[0143] The above describes several exemplary methods for a second virtual character to be separated from the first virtual character. These include situations where the first virtual character loses the ability to carry the second virtual character due to changes in its own status or the status of its items, thereby restoring the second virtual character. Alternatively, the second virtual character may decide to detach from the first virtual character and resume displaying the second virtual character. Using at least one of a variety of methods to determine whether to resume displaying the second virtual character helps enhance game realism while providing players with greater flexibility, making the interface more consistent with player expectations, balancing the capabilities of various game participants, and ensuring fair gameplay while rationally allocating in-game data resources.
[0144] Optionally, when resuming the display of the second virtual character, the client also displays a restoration display special effect, such as a special effect of the second virtual character reappearing in the shadow, a special effect of the second virtual character resuming the display from the prompt information, etc., which is not limited in this embodiment of the present application.
[0145] Optionally, if the first virtual character is attacked while the first virtual character is carrying the second virtual character, the attack will not affect the second virtual character. The second virtual character in the carried state loses its attack ability and cannot attack the enemy but can watch the battle.
[0146] In summary, the technical solution provided by the embodiment of the present application indicates that, when the character status of the first virtual character meets the preset conditions, the first virtual character has the ability to carry other virtual characters. Thus, when the second virtual character moves within the preset range of the first virtual character, the first virtual character can achieve the purpose of carrying the second virtual character without the aid of a virtual vehicle, thus avoiding the constraint problem of relying on a virtual vehicle to carry virtual characters and effectively improving the convenience and efficiency of operation. In addition, in a scenario where the second virtual character needs to avoid a hostile virtual character, by adopting the technical solution provided by the present application, the second virtual character can hide on the first virtual character without having to look for additional virtual buildings or obstacles to avoid, which is conducive to further improving the convenience and efficiency of operation.
[0147] Furthermore, by combining the trigger condition and shadow area to determine whether to display a prompt message, the user needs to consider the trigger condition and shadow area when using the first virtual item, thereby improving the strategic and balanced use of the first virtual item. Furthermore, by restricting the first virtual character from being able to trigger the first virtual item in certain states, the use of the first virtual item is also improved.
[0148] In addition, by determining the display duration of the prompt information based on the shadow area, the correlation between the prompt information and the shadow is enhanced, so that the display duration can dynamically change with the shadow area, which improves the flexibility of setting the display duration and is conducive to further improving the strategic use of the first virtual prop.
[0149] Please refer to Figure 7, which shows a flowchart of a method for controlling a virtual character provided by another embodiment of the present application. The execution entity of each step of the method can be the terminal device 10 in the control system of the solution shown in Figure 1, such as the client in the terminal device 10. The method can include the following steps (701~702).
[0150] Step 701 : Display a second virtual environment screen, where the second virtual environment screen is a screen showing the virtual environment from a second perspective of a second virtual character.
[0151] The virtual environment is the environment displayed (or provided) when the client of an application (such as a game application) is running on a terminal device. The aforementioned virtual environment screen refers to a screen obtained by observing the virtual environment. For example, the second virtual environment screen is a virtual environment screen obtained by a second virtual character observing the virtual environment. The aforementioned virtual character can be a character controlled by a user account in the application. For example, the second virtual character can be a virtual character controlled by the user account currently logged into the terminal device.
[0152] The second virtual character is different from the first virtual character. The client corresponding to the second virtual character and the client corresponding to the first virtual character can be clients of the same application program on different terminal devices. The second virtual environment screen can be displayed by the client corresponding to the second virtual character. Optionally, the second virtual character can be a teammate or partner with the first virtual character.
[0153] The second perspective refers to the perspective of the second virtual character, which can be set and adjusted according to actual usage requirements. For example, the second perspective can refer to a first-person perspective, a third-person perspective, etc. based on the second virtual character, and this embodiment of the application does not limit this.
[0154] For example, referring to FIG8 and FIG3 , the client corresponding to the second virtual character displays a second virtual environment screen 401 in a user interface 400. Second virtual environment screen 401 is a screen obtained by observing the virtual environment from the third-person perspective of second virtual character 303. Second virtual environment screen 401 includes first virtual character 302 and second virtual character 303 located in the virtual environment. First virtual character 302 and second virtual character 303 can be controlled by the user to move in the virtual environment, such as releasing skills, using virtual props, walking, running, etc.
[0155] Step 702 : When the prompt information is displayed, in response to the second virtual character moving into a preset range of the first virtual character, updating and displaying the second virtual environment screen.
[0156] The prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters.
[0157] When a prompt message is displayed on the shadow of the first virtual character, the user can judge that the first virtual character at this time has the ability to carry other virtual characters (i.e., the carrying ability). Exemplarily, the carrying ability in the embodiment of the present application can be manifested as: for the second virtual character, the second virtual character watches the battle from the first perspective of the second virtual character, and the position of the second virtual character changes with the position change of the first virtual character. For the enemy virtual character, the second virtual character is invisible, which increases the difficulty of the enemy to find the enemy and increases the combat advantage of the first virtual character and the second virtual character, thereby improving the flexibility of operation and thus improving the user experience. For the first virtual character, the second virtual character is also invisible, but relevant information will be displayed in the user interface to prompt that the first virtual character is carrying the first virtual character.
[0158] Optionally, the prompt information may be displayed when the first virtual character uses the first virtual prop. The prompt information is visible to the second virtual character. The prompt information in this application is a visual content, such as text prompt information, image prompt information, animation prompt information, special effect prompt information, etc.
[0159] Optionally, because the second virtual character is carried by the first virtual character, the second virtual character is removed from the terminal interfaces corresponding to other players. Removing the display of the second virtual character may refer to removing the display of the second virtual character's model. For example, the model of the second virtual character may be hidden within the model of the first virtual character to remove the display of the second virtual character; the model of the second virtual character may be hidden within the shadow of the first virtual character to remove the display of the second virtual character; the model of the second virtual character may be hidden within the prompt information to remove the display of the second virtual character; and the model of the second virtual character may be hidden to remove the display of the second virtual character.
[0160] In one example, a collision body is deployed on the shadow of a first virtual character. When a collision event is detected between the collision body corresponding to a second virtual character and the collision body deployed on the shadow of the first virtual character, the client determines that the second virtual character has moved into the shadow of the first virtual character. This collision event can be detected and uploaded by the client corresponding to the first virtual character, or by the client corresponding to the second virtual character, or can be detected and uploaded by the server, and this embodiment of the application is not limited to this.
[0161] In one example, in response to a second virtual character moving into the shadow of a first virtual character, a client sends a carry request to a server, requesting that the first virtual character carry the second virtual character. In response to receiving a carry notification from the server, the second virtual character is removed from the terminal interfaces of other players. Because the carry notification is also sent to the client corresponding to the first virtual character, upon receiving the carry notification, the client corresponding to the second virtual character can determine that the first virtual character has begun carrying the second virtual character and can therefore remove the second virtual character from display.
[0162] In one example, to prevent the second virtual character from being accidentally carried by the first virtual character, the embodiment of the present application further supports secondary confirmation of the second virtual character. The embodiment of the present application may further include the following: in response to the second virtual character moving into the shadow of the first virtual character, displaying a first control; in response to an operation triggering the first control, sending a carry request to a server, the carry request being used to request the first virtual character to carry the second virtual character; and in response to receiving a carry notification from the server, canceling the display of the second virtual character. The first control is used to generate the carry request.
[0163] For example, referring to Figures 8 and 9 , in response to second virtual character 303 moving into shadow 305 of first virtual character 302, user interface 400 displays first control 402. In response to a user triggering the first control, the client corresponding to second virtual character 303 sends a porting request to the server. Upon receiving the porting notification from the server, the client corresponding to second virtual character 303 cancels display of second virtual character 303 and displays the virtual environment from the third-person perspective of first virtual character 302.
[0164] The above content describes the process of prompting the second virtual character to confirm whether to be carried by the first virtual character through the first control. To prevent the second virtual character from being mistakenly carried by the first virtual character, the second virtual character is prompted to make a selection by displaying the first control. Only when the player controlling the second virtual character triggers the first control will the server confirm that the first virtual character is carrying the second virtual character. This ensures player autonomy during the game, provides greater clarity for interaction, avoids the problem of incorrect carrying due to misoperation, improves game accuracy and player experience, and can also accelerate player response speed with the instant feedback of the first control, optimize game resource allocation, and reduce data processing.
[0165] In an optional embodiment, the preset range of the first virtual character is the shadow of the first virtual character. When the second virtual character moves into the shadow of the first virtual character, the second virtual environment screen is updated and displayed; wherein the position of the second virtual character that is canceled from the display in the virtual environment changes with the position of the first virtual character.
[0166] Optionally, the client of the second virtual character updates and displays the second virtual environment screen based on the change in the position of the second virtual character. The position of the second virtual character can be determined based on the position where the model of the second virtual character is hidden and the position of the first virtual character. For example, if the model of the second virtual character can be hidden in the shadow of the first virtual character, the position of the second virtual character can be determined based on the position of the first virtual character and the position of the shadow relative to the first virtual character. During this process, the user corresponding to the second virtual character can also switch the second perspective of the second virtual character, thereby increasing the flexibility of operation.
[0167] Steps 701 and 702 above describe the content displayed on the terminal corresponding to the second virtual character. The second virtual character, acting as a separate player from the player controlling the first virtual character, can observe the virtual environment from the second virtual character's second perspective, thereby viewing the second virtual environment. If a prompt is displayed, the player can control the second virtual character to move within a preset range of the first virtual character, causing the first virtual character to carry the second virtual character. This second virtual character can then become invisible in the virtual environment, effectively avoiding enemy attacks. This also helps enhance tactical flexibility, allowing for better coordination with the first virtual character in virtual matches through methods such as surprise attacks and covert information gathering, thereby increasing the complexity and playability of the game.
[0168] In one example, the client of the second virtual character is fixed to the first perspective of the first virtual character to display the virtual environment screen. The embodiment of the present application may also include the following contents: switching the second virtual environment screen to the first virtual environment screen, the first virtual environment screen is a screen that observes the virtual environment from the first perspective of the first virtual character; based on the position change of the first virtual character, updating the display of the first virtual environment screen.
[0169] For example, referring to Figures 8 and 9, in response to the second virtual character being carried by the first virtual character, the user interface 400 corresponding to the client of the second virtual character switches the second virtual environment screen 401 to the first virtual environment screen 301, and updates the display of the first virtual environment screen 301 as the position of the first virtual character changes.
[0170] The above describes how, after a second virtual character is carried by a first virtual character, the virtual environment can be displayed through the first virtual character's first perspective. Because the second virtual character is carried by the first virtual character, the virtual environment viewed from the second virtual character's second perspective may not reveal much information. Therefore, viewing the virtual environment from the first perspective helps enhance the second virtual character's perception of the virtual environment and improves the effectiveness of collaboration between the second and first virtual characters, facilitating coordinated actions between different virtual characters. This improves the efficiency and fun of multi-player interaction within the game, and enhances the efficiency of human-computer interaction.
[0171] In one example, after canceling the display of the second virtual character, the client corresponding to the second virtual character also supports the second virtual character to actively detach from the first virtual character, which is conducive to improving the flexibility of operation. The embodiment of the present application may also include the following contents: displaying a second control; in response to the operation of triggering the second control, sending a detachment request to the server, the detachment request is used to request to detach from the first virtual character; in response to receiving the detachment notification from the server, resuming the display of the second virtual character next to the position of the first virtual character; and resuming the display of the second virtual environment screen.
[0172] Among them, the second control is used to generate a detachment request. Optionally, the second control is a control that is added and displayed on the interface after the second virtual character is canceled. For example, after the second virtual character is canceled, the client of the first virtual character replaces the first control with the second control for display, which can avoid excessive occupation of the user interface, thereby maintaining the simplicity of the user interface. The detachment notification is used to notify the client to control the second virtual character to detach from the first virtual character. Since the detachment notification is also sent synchronously to the client of the first virtual character, the client of the first virtual character and the client of the second virtual character can synchronously restore the display of the second virtual character next to the position of the first virtual character.
[0173] For example, referring to Figures 9 and 10, a second control 403 is displayed in the user interface 400. In response to the user's triggering operation on the second control 403, the user interface 400 resumes displaying the second virtual character 303 next to the position of the first virtual character 302, and switches the first virtual environment screen 301 to the second virtual environment screen 401.
[0174] By properly applying the carrying capability, the first virtual character and the second virtual character can cooperate with each other to achieve unexpected combat effects, which helps to increase the fun of the game while improving user stickiness. In addition, through the second control, the player controlling the second virtual character can decide whether to disconnect the carrying, which ensures the player's autonomy in the game and makes it easier for the second virtual character to effectively complete its own game tasks while assisting the first virtual character in participating in the virtual game, thereby improving the efficiency of human-computer interaction.
[0175] In summary, when the first virtual character's status meets the preset conditions, it indicates that the first virtual character has the ability to carry other virtual characters. Thus, when the second virtual character moves within the preset range of the first virtual character, the first virtual character can carry the second virtual character without the aid of a virtual vehicle, thus avoiding the constraints of relying on a virtual vehicle to carry virtual characters and effectively improving the convenience and efficiency of operation. Furthermore, in scenarios where the second virtual character needs to avoid a hostile virtual character, by adopting the technical solution provided by this application, the second virtual character can hide on the first virtual character without having to search for virtual buildings or obstacles to avoid, which helps further improve the convenience and efficiency of operation.
[0176] Please refer to FIG11 , which shows a flow chart of a method for controlling a virtual character provided by another embodiment of the present application. The method may include the following steps.
[0177] 1. The user interface of the client 1101 displays a prop usage control corresponding to a first virtual prop and a first virtual environment screen. The first virtual environment screen is a screen in which the virtual environment is observed from the first perspective of the first virtual character.
[0178] 2. In response to the triggering operation on the prop use control, the client 1101 sends a prop use request to the server 1102. The prop use request includes identification information of the first virtual character and identification information of the first virtual prop.
[0179] 3. After receiving the item usage request, the server 1102 verifies the item usage request.
[0180] 4. After successfully verifying the item usage request, the server 1102 sends a usage notification to the client 1101. The usage notification is used to notify the client 1101 to control the first virtual character to use the first virtual item.
[0181] 5. After receiving the usage notification, the client 1101 displays the process of the first virtual character using the first virtual item.
[0182] 6. After receiving the special effect display notification from the server 1102, the client 1101 displays special effects such as "fog", "time-space gate", "teleportation array", "wormhole" and other special effects on the shadow of the first virtual character.
[0183] 7. Client 1101 detects whether another virtual character has entered the shadow of the first virtual character, and displays the remaining validity time of the first virtual item, such as by displaying the remaining validity time of the first virtual item in the form of a countdown. Optionally, the remaining validity time can be counted by server 1102. If the remaining validity time is 0, server 1102 notifies client 1101 to stop displaying the remaining validity time of the first virtual item and switches the first virtual item to a disabled state. At this point, the first virtual character does not have the ability to carry around. When the energy value of the first virtual item reaches the maximum energy value, the first virtual item can be used again.
[0184] 8. The client 1103 displays a second virtual environment screen, where the second virtual environment screen is a screen in which the second virtual character observes the virtual environment from a second perspective. Optionally, the second virtual environment screen includes the first virtual character and the second virtual character.
[0185] Optionally, in an embodiment of the present application, the virtual environment screens corresponding to each client can be uniformly generated by server 1102, so that the virtual environment screens displayed by each client remain associated and unified, thereby forming an effect of multiple virtual characters moving in the virtual environment.
[0186] 9. After receiving the special effect display notification from the server 1102, the client 1103 displays the special effect on the shadow of the first virtual character. Optionally, if other clients also need to display the special effect, the server 1102 also sends the special effect display notification to the other clients.
[0187] 10. In response to the second virtual character moving into the shadow of the first virtual character, the client 1103 additionally displays the first control.
[0188] 11. In response to the triggering operation on the first control, the client 1103 sends a carrying request to the server 1102, where the carrying request is used to request the first virtual character to carry the second virtual character.
[0189] 12. After receiving the carry request, the server 1102 corrects the carry request, for example, by correcting the carry request based on the virtual character information, the virtual character status, etc.
[0190] 13. After successfully verifying the carry request, server 1102 generates a carry notification and sends the carry notification to client 1101 and client 1103.
[0191] 14. Client 1101 cancels display of the second virtual character and displays a prompt icon indicating that the second virtual character is being carried in the user interface. Client 1103 also cancels display of the second virtual character. At this point, the second virtual character is carried by the first virtual character.
[0192] 15. The client 1103 switches the second virtual environment screen to the first virtual environment screen, and displays the second control.
[0193] 16. In response to the triggering operation on the second control, the client 1103 sends a separation request to the server 1102, where the separation request is used to request separation from the first virtual character.
[0194] 17. In response to receiving the detachment notification from server 1102, client 1103 resumes displaying the second virtual character next to the first virtual character. In response to receiving the detachment notification from server 1102, client 1101 also resumes displaying the second virtual character next to the first virtual character. At this point, the second virtual character is separated from the first virtual character. Server 1102 generates and sends a detachment notification after successfully verifying the detachment request.
[0195] 18. The client 1103 restores the first virtual environment screen to display as the second virtual environment screen.
[0196] In summary, when the first virtual character's status meets the preset conditions, it indicates that the first virtual character has the ability to carry other virtual characters. Thus, when the second virtual character moves within the preset range of the first virtual character, the first virtual character can carry the second virtual character without the aid of a virtual vehicle, thus avoiding the constraints of relying on a virtual vehicle to carry virtual characters and effectively improving the convenience and efficiency of operation. Furthermore, in scenarios where the second virtual character needs to avoid a hostile virtual character, by adopting the technical solution provided by this application, the second virtual character can hide on the first virtual character without having to search for virtual buildings or obstacles to avoid, which helps further improve the convenience and efficiency of operation.
[0197] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0198] Refer to Figure 12, which shows a block diagram of a virtual character control device provided by one embodiment of the present application. The device has the functions of implementing the above-mentioned method examples, which can be implemented by hardware or by hardware executing corresponding software. The device can be the terminal device described above, or it can be set in a terminal device. As shown in Figure 12, the device 1200 includes: an environment screen display module 1201, a prompt information display module 1202, and a virtual character display module 1203.
[0199] The environment image display module 1201 is configured to display a first virtual environment image, where the first virtual environment image is an image of a virtual environment observed from a first perspective of a first virtual character.
[0200] The prompt information display module 1202 is configured to display prompt information in response to the character status of the first virtual character meeting a preset condition, wherein the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters.
[0201] The virtual character display module 1203 is configured to cancel display of the second virtual character in response to the second virtual character being within a preset range of the first virtual character; wherein the position of the second virtual character that is canceled from display changes along with the position of the first virtual character.
[0202] In some embodiments, the virtual character display module 1203 is configured to cancel display of the second virtual character in response to the second virtual character moving into the shadow of the first virtual character.
[0203] In some embodiments, the virtual character display module 1203 is configured to: upon detecting a collision event between a collision body deployed within the preset range and a collision body of the second virtual character, send the collision event to a server; and in response to receiving a carry notification from the server, cancel display of the second virtual character;
[0204] The carrying notification is generated by the server when receiving a carrying request from a client corresponding to the second virtual character, where the carrying request is used to request the first virtual character to carry the second virtual character.
[0205] In some embodiments, the model of the second virtual character is hidden in the model of the first virtual character; or, the model of the second virtual character is hidden in the shadow of the first virtual character; or, the model of the second virtual character is hidden in the prompt information.
[0206] In some embodiments, the second virtual character is undisplayed and the first perspective is shared with the first virtual character.
[0207] In some embodiments, the prompt information display module 1202 is used to: in response to receiving an operation to control the first virtual character to use the first virtual prop, if the first virtual prop meets the trigger condition, obtain the shadow area corresponding to the shadow of the first virtual character; wherein the character state of the first virtual character reaches the preset state including the first virtual character using the first virtual prop; when the shadow area is greater than or equal to a first threshold, display the prompt information on the shadow of the first virtual character.
[0208] In some embodiments, the prompt information display module 1202 is also used to not display the prompt information when the shadow area is greater than or equal to the first threshold and the first virtual character is in a first state; wherein the first state includes at least one of the following: a knocked-down state, a virtual vehicle, a climbing state, a rescue state, and a virtual health value of 0.
[0209] In some embodiments, the virtual character display module 1203 is further configured to: when the remaining validity time of a first virtual item used by the first virtual character is 0, restore the display of the second virtual character next to the position of the first virtual character; wherein the character state of the first virtual character reaching the preset state includes the first virtual character using the first virtual item; or, when the client corresponding to the second virtual character initiates a detachment request, restore the display of the second virtual character next to the position of the first virtual character; or, when the first virtual character enters a second state, restore the display of the second virtual character next to the position of the first virtual character; wherein the second state includes at least one of the following: a virtual health value of 0, a knocked-down state, or an injured state;
[0210] Alternatively, when the shadow of the first virtual character disappears, the second virtual character is restored to be displayed next to the position of the first virtual character.
[0211] In some embodiments, the apparatus 1200 further includes: a shadow area acquisition module and a display duration determination module (not shown in the figure).
[0212] The shadow area acquisition module is used to acquire the shadow area of the shadow when the first virtual prop is used.
[0213] The display duration determination module is configured to determine the display duration of the prompt information according to the shadow area; wherein the display duration of the prompt information is positively correlated with the shadow area.
[0214] In some embodiments, the apparatus 1200 further includes: a first ratio acquisition module (not shown in the figure).
[0215] The first ratio acquisition module is configured to acquire a first ratio between the model area of the second virtual character and the model area of the first virtual character.
[0216] A display duration determination module is used to determine the display duration of the prompt information based on the first ratio and the shadow area; wherein the display duration of the prompt information is positively correlated with the first ratio, and the display duration of the prompt information is positively correlated with the shadow area.
[0217] In some embodiments, the prompt information display module 1202 is further configured to cancel display of the prompt information when the prompt information meets a disappearance condition;
[0218] The virtual character display module 1203 is further configured to, in response to the third virtual character moving into the shadow of the first virtual character, not cancel the display of the third virtual character.
[0219] In summary, when the first virtual character's status meets the preset conditions, it indicates that the first virtual character has the ability to carry other virtual characters. Thus, when the second virtual character moves within the preset range of the first virtual character, the first virtual character can carry the second virtual character without the aid of a virtual vehicle, thus avoiding the constraints of relying on a virtual vehicle to carry virtual characters and effectively improving the convenience and efficiency of operation. Furthermore, in scenarios where the second virtual character needs to avoid a hostile virtual character, by adopting the technical solution provided by this application, the second virtual character can hide on the first virtual character without having to search for virtual buildings or obstacles to avoid, which helps further improve the convenience and efficiency of operation.
[0220] Referring to Figure 13 , a block diagram of a virtual character control device provided by another embodiment of the present application is shown. This device has the functionality to implement the aforementioned method examples, which can be implemented by hardware or by hardware executing corresponding software. This device can be the terminal device described above, or it can be incorporated into a terminal device. As shown in Figure 13 , this device 1300 includes: an environment display module 1301, a virtual character display module 1302, and an environment update module 1303.
[0221] The environment screen display module 1301 is configured to display a second virtual environment screen, where the second virtual environment screen is a screen showing the virtual environment from a second perspective of a second virtual character.
[0222] The virtual character display module 1302 is used to update and display the second virtual environment screen in response to the second virtual character moving to a preset range of the first virtual character when a prompt information is displayed, and the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters; wherein the position of the second virtual character that is canceled from display in the virtual environment changes along with the position of the first virtual character.
[0223] In some embodiments, the virtual character display module 1302 is configured to:
[0224] Switching the second virtual environment screen to display the first virtual environment screen, where the first virtual environment screen is a screen in which the first virtual character observes the virtual environment from a first perspective;
[0225] Based on the position change of the first virtual character, the first virtual environment screen is updated and displayed.
[0226] In some embodiments, the virtual character display module 1302 is configured to:
[0227] In response to the second virtual character moving into the shadow of the first virtual character, additionally displaying a first control;
[0228] In response to an operation triggering the first control, sending a carry request to a server, wherein the carry request is used to request the first virtual character to carry the second virtual character;
[0229] In response to receiving the carried notification from the server, the second virtual environment screen is updated and displayed.
[0230] In some embodiments, the model of the second virtual character is hidden in the model of the first virtual character; or, the model of the second virtual character is hidden in the shadow of the first virtual character; or, the model of the second virtual character is hidden in the prompt information.
[0231] In some embodiments, the apparatus 1300 further includes: a second control display module and a separation request generation module (not shown in the figure).
[0232] The second control display module is used to display the second control.
[0233] The separation request generating module is configured to send a separation request to a server in response to an operation triggering the second control, wherein the separation request is used to request separation from the first virtual character.
[0234] The virtual character display module 1302 is configured to, in response to an operation that triggers the second control, send a disengagement request to the server, wherein the disengagement request is used to request disengagement from the first virtual character; in response to receiving a disengagement notification from the server, display the second virtual environment screen in which the second virtual character observes the virtual environment from the second perspective; wherein the second virtual character is restored to display next to the position of the first virtual character.
[0235] In summary, when the first virtual character's status meets the preset conditions, it indicates that the first virtual character has the ability to carry other virtual characters. Thus, when the second virtual character moves within the preset range of the first virtual character, the first virtual character can carry the second virtual character without the aid of a virtual vehicle, thus avoiding the constraints of relying on a virtual vehicle to carry virtual characters and effectively improving the convenience and efficiency of operation. Furthermore, in scenarios where the second virtual character needs to avoid a hostile virtual character, by adopting the technical solution provided by this application, the second virtual character can hide on the first virtual character without having to search for virtual buildings or obstacles to avoid, which helps further improve the convenience and efficiency of operation.
[0236] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0237] Please refer to Figure 14, which shows a block diagram of a terminal device according to one embodiment of the present application. Terminal device 1400 is used to implement the virtual character control method provided in the above embodiments. Terminal device 1400 may be terminal device 10 in the control system shown in Figure 1. Specifically, terminal device 1400 typically includes a processor 1401 and a memory 1402.
[0238] Optionally, the processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). Optionally, the memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, or a flash memory storage device. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store a computer program, which is configured to be executed by one or more processors to implement the above-mentioned virtual character control method.
[0239] In some embodiments, terminal device 1400 may optionally include a peripheral device interface 1403 and at least one peripheral device. Processor 1401, memory 1402, and peripheral device interface 1403 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1403 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1404, a display screen 1405, an audio circuit 1406, and a power supply 1407.
[0240] Those skilled in the art will understand that the structure shown in FIG14 does not constitute a limitation on the terminal device 1400 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0241] In some embodiments, a computer-readable storage medium is further provided, wherein the storage medium stores a computer program. When executed by a processor, the computer program implements the aforementioned method for controlling a virtual character. In some embodiments, a computer program product is further provided, wherein the computer program product includes a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, causing the terminal device to perform the aforementioned method for controlling a virtual character.
[0242] It should be noted that, in the embodiment of the present application, before collecting the relevant data of the user and during the process of collecting the relevant data of the user, a prompt interface, pop-up window or voice prompt information can be displayed. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that the present application only starts to execute the relevant steps of obtaining the relevant data of the user after obtaining the confirmation operation issued by the user on the prompt interface or pop-up window. Otherwise (that is, when the confirmation operation issued by the user on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the relevant data of the user are terminated, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application are processed strictly in accordance with the requirements of relevant national laws and regulations. The informed consent or separate consent of the personal information subject is obtained only when the user agrees and authorizes the collection, and the subsequent data use and processing behavior is carried out within the scope of the authorization of the laws and regulations and the personal information subject. The collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the virtual environment, virtual characters, virtual props, operations, etc. involved in this application are all obtained with full authorization.
[0243] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.
[0244] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for controlling a virtual character, executed by a computer device, the method comprising: Displaying a first virtual environment picture, wherein the first virtual environment picture is a picture of the virtual environment observed from a first perspective of the first virtual character; In response to the character state of the first virtual character meeting a preset condition, displaying prompt information, the prompt information being used to indicate that the first virtual character has the ability to carry other virtual characters; In response to the second virtual character being within the preset range of the first virtual character, the second virtual character is cancelled from display; wherein the position of the cancelled second virtual character changes along with the position of the first virtual character.
2. The method according to claim 1, wherein: In response to the second virtual character being within a preset range of the first virtual character, cancelling the display of the second virtual character comprises: In response to the second virtual character moving into the shadow of the first virtual character, the second virtual character is cancelled from being displayed.
3. The method according to claim 1 or 2, wherein: In response to the second virtual character being within a preset range of the first virtual character, cancelling the display of the second virtual character comprises: When a collision event occurs between a collision body deployed within the preset range and a collision body of the second virtual character, sending the collision event to a server; In response to receiving the carrying notification from the server, canceling display of the second virtual character; The carrying notification is generated by the server when receiving a carrying request from a client corresponding to the second virtual character, and the carrying request is used to request the first virtual character to carry the second virtual character.
4. The method according to any one of claims 1 to 3, wherein: The model of the second virtual character is hidden in the model of the first virtual character; or, The model of the second virtual character is hidden in the shadow of the first virtual character; or, The model of the second virtual character is hidden in the prompt information.
5. The method according to any one of claims 1 to 4, wherein: The displayed second virtual character is cancelled, and the first viewing angle is shared with the first virtual character.
6. The method according to any one of claims 1 to 5, wherein: The step of displaying prompt information in response to the character state of the first virtual character meeting a preset condition comprises: In response to receiving an operation of controlling the first virtual character to use a first virtual prop, if the first virtual prop meets a trigger condition, obtaining a shadow area corresponding to the shadow of the first virtual character; wherein the character state of the first virtual character reaching the preset state includes the first virtual character using the first virtual prop; When the shadow area is greater than or equal to a first threshold, the prompt information is displayed on the shadow of the first virtual character.
7. The method according to claim 6, wherein: The method further comprises: When the shadow area is greater than or equal to the first threshold, if the first virtual character is in a first state, the prompt information is not displayed; wherein the first state includes at least one of the following: a knocked-down state, being in a virtual vehicle, a climbing state, a rescue state, and a virtual health value of 0.
8. The method according to any one of claims 1 to 7, wherein: After canceling the display of the second virtual character in response to the second virtual character being within the preset range of the first virtual character, the method further includes: When the remaining validity time of the first virtual item used by the first virtual character is 0, restoring the display of the second virtual character next to the position of the first virtual character; wherein the character state of the first virtual character reaches the preset state including the first virtual character using the first virtual item; or, When the client corresponding to the second virtual character initiates a separation request, at the location of the first virtual character Resuming display of the second virtual character; or, When the first virtual character enters the second state, the second virtual character is restored to be displayed next to the position of the first virtual character; wherein the second state includes at least one of the following: a virtual health value of 0, a knocked-down state, and an injured state; or, When the shadow of the first virtual character disappears, the second virtual character is restored to be displayed next to the position of the first virtual character.
9. The method according to any one of claims 1 to 8, wherein: The method further comprises: Obtaining a shadow area corresponding to the shadow of the first virtual character; Determining the display duration of the prompt information according to the shadow area; The display duration of the prompt information is positively correlated with the shadow area.
10. The method according to claim 9, wherein: The method further comprises: acquiring a first ratio between an area of a model of the second virtual character and an area of a model of the first virtual character; determining, according to the first ratio and the shadow area, a display duration of the prompt information; Therein, the display duration of the prompt information is positively correlated with the first ratio, and the display duration of the prompt information is positively correlated with the shadow area.
11. The method according to any one of claims 1 to 10, wherein: After displaying the prompt information, the method further includes: When the prompt information meets the disappearance condition, canceling the display of the prompt information; In response to the third virtual character moving into the shadow of the first virtual character, the third virtual character is not cancelled from display.
12. A method for controlling a virtual character, executed by a computer device, the method comprising: Displaying a second virtual environment picture, wherein the second virtual environment picture is a picture of the virtual environment observed from a second perspective of the second virtual character; When prompt information is displayed, in response to the second virtual character moving to a preset range of the first virtual character, the second virtual environment screen is updated and displayed, and the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters; wherein the position of the second virtual character that is canceled from display in the virtual environment changes along with the position of the first virtual character.
13. The method according to claim 12, wherein: The updating and displaying of the second virtual environment screen includes: Switching the second virtual environment screen to display the first virtual environment screen, where the first virtual environment screen is a screen in which the virtual environment is observed from a first perspective of the first virtual character; Based on the position change of the first virtual character, the first virtual environment screen is updated and displayed.
14. The method according to claim 12 or 13, wherein: In response to the second virtual character moving into a preset range of the first virtual character, updating and displaying the second virtual environment screen includes: In response to the second virtual character moving into the shadow of the first virtual character, additionally displaying a first control; In response to the operation of triggering the first control, sending a carrying request to a server, wherein the carrying request is used to request the first virtual character to carry the second virtual character; In response to receiving the carry notification from the server, the second virtual environment screen is updated and displayed.
15. The method according to any one of claims 12 to 14, wherein: After the updating and displaying of the second virtual environment screen, the method further includes: Display a second control; In response to the operation of triggering the second control, sending a separation request to the server, wherein the separation request is used to request separation from the first virtual character; In response to receiving the separation notification from the server, displaying the second virtual environment screen in which the second virtual character observes the virtual environment from the second perspective; wherein the second virtual character is restored to be displayed next to the position of the first virtual character.
16. A control device for a virtual character, the device comprising: An environment picture display module, used for displaying a first virtual environment picture, wherein the first virtual environment picture is a picture of a virtual environment observed from a first perspective of a first virtual character; a prompt information display module, configured to display prompt information in response to the character state of the first virtual character meeting a preset condition, wherein the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters; The virtual character display module is used to cancel the display of the second virtual character in response to the second virtual character being within a preset range of the first virtual character; wherein the position of the second virtual character that is canceled from display changes along with the position of the first virtual character.
17. A control device for a virtual character, the device comprising: An environment picture display module, used for displaying a second virtual environment picture, wherein the second virtual environment picture is a picture of the virtual environment observed from a second perspective of a second virtual character; A virtual character display module is used to update and display the second virtual environment screen in response to the second virtual character moving to a preset range of the first virtual character when prompt information is displayed, wherein the prompt information is used to indicate that the first virtual character has the ability to carry other virtual characters; wherein the position of the second virtual character that is canceled from display in the virtual environment changes along with the position of the first virtual character.
18. A terminal device, comprising a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the control method of a virtual character as described in any one of claims 1 to 11, or to implement the control method of a virtual character as described in any one of claims 12 to 15.
19. A computer-readable storage medium, wherein a computer program is stored in the computer-readable storage medium, wherein the computer program is loaded and executed by a processor to implement the control method of a virtual character as claimed in any one of claims 1 to 11, or to implement the control method of a virtual character as claimed in any one of claims 12 to 15.
20. A computer program product, comprising a computer program, wherein the computer program is stored in a computer-readable storage medium, and a processor reads and executes the computer program from the computer-readable storage medium to implement the control method of a virtual character as described in any one of claims 1 to 11, or implements the control method of a virtual character as described in any one of claims 12 to 15.
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