Virtual-object control method and apparatus, and device and computer-readable storage medium

By displaying jump shot controls in the game interface, the jump shot operation process of virtual objects is simplified, the inefficiency problem caused by operation complexity in the existing technology is solved, and the player's gaming experience and competitiveness are improved.

WO2025156855A1PCT designated stage Publication Date: 2025-07-31TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/138195
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-24
Filing Date
2024-12-10
Publication Date
2025-07-31

AI Technical Summary

Technical Problem

In the prior art, jump shot operations are complex in the game, resulting in inefficient human-computer interaction and difficulty players using it frequently, affecting the competitiveness and experience of the game.

Method used

By displaying jump shot controls in the game interface, one or more controls control virtual objects to perform jump shot operations, simplifying the operation process and reducing the difficulty of implementation.

Benefits of technology

It improves the success rate and efficiency of jump shot operations, increases the diversity and competitiveness of game operations, and improves the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual-object control method and apparatus, and a device and a computer-readable storage medium, which belong to the technical field of computers. The method comprises: displaying a first game interface, wherein the first game interface comprises a virtual object and a preparation jump-shot control in a jump-shot control state, and the virtual object has a virtual throwing prop (100); in response to a trigger operation for the preparation jump-shot control in the jump-shot control state, displaying a jump-shot control in the first game interface (200); in response to a trigger operation for the jump-shot control, controlling the virtual object to be in a pre-throwing state (300); and on the basis of at least one of the jump-shot control or a preset control, controlling the virtual object to execute a jump-shot operation (400). In the method, by means of at least one of a jump-shot control or a preset control, a virtual object is controlled to execute a jump-shot operation, thereby reducing the difficulty of the jump-shot operation, making the jump-shot operation simply and easily executed, and improving the efficiency of human-computer interaction.
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Description

Virtual object control method, device, equipment and computer-readable storage medium

[0001] This application claims priority to Chinese patent application No. 202410104434.X, filed on January 24, 2024, entitled “Virtual Object Control Method, Device, Equipment and Computer-Readable 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, apparatus, device, and computer-readable storage medium for controlling a virtual object. Background Art

[0003] With the continuous development of computer technology, the number of game players is increasing. Players can set the control mode of virtual objects in the game and use different numbers of controls to control virtual objects to perform corresponding operations under the current control mode.

[0004] For example, in a first-person shooter (FPS) game, a player can control a virtual object to interact with other virtual objects or the virtual environment using a virtual throwing tool. To throw the virtual throwing tool farther, the player needs to control the virtual object to perform a jump shot. For example, the player must simultaneously operate a sprint control, a jump control, and a throw control to complete the jump shot. However, this jump shot operation is complex to implement, resulting in low human-computer interaction efficiency. Summary of the Invention

[0005] The embodiments of the present application provide a method, apparatus, device, and computer-readable storage medium for controlling a virtual object, which can improve the human-computer interaction efficiency of a jump shot operation. The technical solution is as follows:

[0006] In one aspect, an embodiment of the present application provides a method for controlling a virtual object, which is executed by a terminal device, and the method includes:

[0007] Displaying a first game interface, the first game interface including a virtual object and a preparatory jump shot control in a jump shot control state, the virtual object having a virtual throwing prop;

[0008] In response to a triggering operation of the preparatory jump shot control in the jump shot control state, displaying the jump shot control in the first game interface;

[0009] In response to a triggering operation of the jump shot control, controlling the virtual object to be in a pre-throw state;

[0010] Based on the jump shot control or at least one of the preset controls, the virtual object is controlled to perform a jump shot operation, where the jump shot operation is the virtual object in the pre-throwing state throwing the virtual throwing prop, and the preset control is located in the first game interface.

[0011] On the other hand, an embodiment of the present application provides a device for controlling a virtual object, the device comprising:

[0012] A first display module is configured to display a first game interface, wherein the first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state, wherein the virtual object has a virtual throwing prop;

[0013] a second display module, configured to display a jump shot control in the first game interface in response to a triggering operation of the preparatory jump shot control in the jump shot control state;

[0014] A first control module, configured to control the virtual object to be in a pre-throw state in response to a triggering operation of the jump shot control;

[0015] The second control module is used to control the virtual object to perform a jump shot operation based on the jump shot control or at least one of the preset controls, wherein the jump shot operation is the virtual object in the pre-throwing state throwing the virtual throwing prop, and the preset control is located in the first game interface.

[0016] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements any of the above-mentioned virtual object control methods.

[0017] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned virtual object control methods.

[0018] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned virtual object control methods.

[0019] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:

[0020] The present application triggers a pre-jump shot control to display a jump shot control in a first game interface. Using one control (the jump shot control or the preset control) or two controls (the jump shot control and the preset control) in the first game interface, a virtual object is controlled to throw a virtual prop, i.e., the virtual object is controlled to perform a jump shot operation. This increases the distance the virtual object can throw the virtual prop in the virtual environment and reduces the difficulty of implementing the jump shot operation. For example, after a player uses one finger to click the pre-jump shot control to display the jump shot control, they can continue to use the same finger to press the jump shot control until it is canceled to control the virtual object to perform a jump shot operation. For another example, after a player uses one finger to click the pre-jump shot control to display the jump shot control, they can continue to press the jump shot control with the same finger and use another finger to click the preset control, thereby controlling the virtual object to perform a jump shot operation using two fingers. It can be seen that the jump shot operation provided by the present application is simple and easy to use. Players can successfully perform a jump shot operation without multiple attempts, greatly reducing the error rate of the operation, effectively improving the efficiency of human-computer interaction, allowing more players to use the jump shot operation during the game, to a certain extent increasing the diversity and competitiveness of the game operation, and enhancing the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] FIG1 is a schematic diagram of an implementation environment of a virtual object control method provided by an embodiment of the present application;

[0022] FIG2 is a flow chart of a method for controlling a virtual object provided in an embodiment of the present application;

[0023] FIG3 is a schematic diagram of a second game interface provided in an embodiment of the present application;

[0024] FIG4 is a schematic diagram of a first game interface provided in an embodiment of the present application;

[0025] FIG5 is a schematic diagram showing a jump shot control provided by an embodiment of the present application;

[0026] FIG6 is a schematic diagram showing another jump shot control provided by an embodiment of the present application;

[0027] FIG7 is a schematic diagram showing another jump shot control provided by an embodiment of the present application;

[0028] FIG8 is a schematic diagram showing another jump shot control provided by an embodiment of the present application;

[0029] FIG9 is a schematic diagram of a virtual object sprinting and jumping provided by an embodiment of the present application;

[0030] FIG10 is a schematic diagram of a first predicted trajectory and a second predicted trajectory provided by an embodiment of the present application;

[0031] FIG11 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application;

[0032] FIG12 is a schematic structural diagram of a control device for a virtual object provided in an embodiment of the present application;

[0033] FIG13 is a schematic structural diagram of a terminal device provided in an embodiment of the present application;

[0034] FIG14 is a schematic diagram of the structure of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0035] Before introducing the technical solution of the present application, the abbreviations and key terms involved in the embodiments of the present application are defined first.

[0036] Virtual environment: refers to the environment provided (or displayed) when an application is running on a terminal device. This virtual environment is the environment created for virtual objects to carry out activities. A virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. A virtual environment can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional environment. For example, the virtual environment involved in the embodiments of this application is a three-dimensional virtual environment.

[0037] Virtual objects refer to movable objects within a virtual environment. These movable objects can be virtual characters, virtual animals, or animated characters. Players can manipulate virtual objects through external components or by tapping the touchscreen display. Each virtual object has its own unique shape and volume within the virtual environment and occupies a portion of the virtual space. For example, in a three-dimensional virtual environment, virtual objects are three-dimensional models created using animation skeletal technology.

[0038] Virtual throwing props: These are virtual props that require a virtual object to throw to trigger them. These include virtual bombs, virtual gas bombs, virtual signal flares, and virtual smoke bombs. These virtual throwing props can have a wide-ranging impact within the virtual environment. For example, a virtual object throwing a virtual smoke bomb into the virtual environment will cause the smoke to rapidly spread. Furthermore, virtual throwing props can have significant effects on the virtual object itself and other virtual objects. For example, a virtual object throwing a virtual bomb can damage multiple virtual objects within the bomb's range.

[0039] Jump Shot: This is when a player controls a virtual object to throw a virtual prop while sprinting and jumping, also known as a jump shot. This allows the virtual object to throw the virtual prop farther, enabling interaction with other virtual objects or the virtual environment, such as killing other virtual objects at a distance.

[0040] In related technologies, most players use two-finger manipulation to trigger controls, which allows them to control two controls simultaneously. For example, using the left and right thumbs to manipulate the screen of a terminal device allows them to click two controls simultaneously. Of course, a small number of advanced players can use three or four fingers to control more controls simultaneously, allowing them to control virtual objects for more complex operations, such as jump shots.

[0041] For example, a player controlling a virtual object to perform a jump shot requires triggering three controls simultaneously. This requires triggering the sprint control, jump control, and throw control simultaneously, making the implementation complex. This significantly increases the cost for players to learn the operation and the error rate, resulting in low human-computer interaction efficiency. Furthermore, due to the complexity of the jump shot operation, most players rarely use it in the game. When using three fingers to perform a jump shot, it is difficult to perform other game operations, such as marking in the virtual environment. Therefore, players rarely use the jump shot operation during the game, resulting in the inability to kill other virtual objects at a distance, reducing the competitiveness and gaming experience of the game.

[0042] In this regard, an embodiment of the present application provides a method for controlling a virtual object, which can reduce the difficulty of implementing a jump shot operation, allowing more players to use the jump shot operation conveniently and quickly during the game, improving the human-computer interaction efficiency of the jump shot operation, and, to a certain extent, improving the diversity and competitiveness of the game operation, thereby enhancing the player's gaming experience.

[0043] FIG1 is a schematic diagram of an implementation environment for a method for controlling a virtual object provided in an embodiment of the present application. As shown in FIG1 , the implementation environment includes a terminal device 101 and a server 102. A client capable of providing a virtual environment is installed and running in the terminal device 101, and the terminal device 101 is used to execute the method for controlling a virtual object provided in an embodiment of the present application.

[0044] Exemplarily, the client can be a game client, and the game client that provides a virtual environment in the terminal device 101 includes but is not limited to first-person shooting (FPS) games, third-person shooting (TPS) games, open world games, multiplayer online tactical competitive (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMO), action role-playing games (ARPG), virtual reality (VR) clients, augmented reality (AR) clients, three-dimensional map programs, map simulation programs, social clients, interactive entertainment clients, etc.

[0045] Exemplarily, the terminal device 101 displays virtual objects and the virtual environment in which the virtual objects are located. The user controls the virtual objects in the virtual environment through the terminal device 101 to perform activities, which include but are not limited to at least one of the following methods: adjusting body posture, crawling, walking, running, riding, jumping, driving, virtual shooting, using virtual throwing props, attacking other virtual objects, being attacked by other virtual objects, and being subjected to virtual damage in the virtual environment (such as poison gas circles, falling objects from high altitudes).

[0046] Server 102 provides backend services for a game client installed on terminal device 101 that provides a virtual environment. In one possible implementation, server 102 performs primary computing tasks, while terminal device 101 performs secondary computing tasks. Alternatively, server 102 performs secondary computing tasks, while terminal device 101 performs primary computing tasks. Alternatively, terminal device 101 and server 102 utilize a distributed computing architecture for collaborative computing.

[0047] Optionally, the terminal device 101 may be any electronic device that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smartphone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car computer, a smart TV, etc.

[0048] Terminal device 101 may generally refer to one of multiple terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will appreciate that the number of terminal devices 101 may be greater or lesser. For example, there may be only one terminal device 101, or there may be dozens, hundreds, or even more terminal devices 101. This embodiment of the application does not limit the number or type of terminal devices 101.

[0049] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is directly or indirectly connected to the terminal device 101 via a wired or wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.

[0050] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are merely examples, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are incorporated herein by reference.

[0051] The present application provides a method for controlling a virtual object. The method can be applied to the implementation environment shown in FIG1 . For example, the method is executed by the terminal device 101 in FIG1 , or the method is implemented through interaction between the terminal device 101 and the server 102. Taking the method executed by the terminal device 101 as an example, as shown in FIG2 , the method includes the following steps 100 to 400.

[0052] In step 100, a first game interface is displayed, the first game interface including a virtual object and a preparatory jump shot control in a jump shot control state, and the virtual object has a virtual throwing prop.

[0053] In an exemplary embodiment of the present application, a game client capable of providing a virtual environment is installed and run in a terminal device. The game client can be a client for any game, and the embodiments of the present application do not limit this. For example, the present application is described using an FPS game client as an example. In response to the FPS game client receiving a start command, the terminal device displays the game preloading interface of the application. Among them, the game preloading interface may include a virtual object selection interface, a player team formation interface, a map selection interface, and a current game loading interface. In addition, the present application relates to a variety of controls, which are displayed on a first game interface by a terminal device based on a game configuration file, and the game configuration file is, for example, carried in an installation package of the game client.

[0054] In an exemplary embodiment of the present application, after the FPS game starts, a first game interface may be displayed, wherein the first game interface includes a virtual object located in a virtual environment, and the virtual object has a virtual throwing prop.

[0055] By way of example, a virtual environment is an environment provided by an application on a terminal device. Within the virtual environment, multiple virtual objects can be displayed. Different virtual objects can be controlled by different players. In addition to displaying virtual objects, the virtual environment can also display virtual elements. These virtual elements can include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, skies, plants, buildings, and the like. This application describes the virtual environment as an example and does not limit it.

[0056] In an exemplary embodiment of the present application, the first game interface may further include multiple controls, through which the player controls the virtual object to interact with other virtual objects or the virtual environment, for example, controlling the virtual object to crawl, walk, run, jump, drive a virtual vehicle, shoot virtually, use virtual throwing props, etc. For example, while controlling the virtual object to move within the virtual environment, the player may further control the virtual object to pick up virtual throwing props within the virtual environment, or control the virtual object to snatch virtual throwing props from other virtual objects. The method for obtaining virtual throwing props in this application is merely illustrative and is not intended to be limiting.

[0057] In an exemplary embodiment of the present application, the controls in the first game interface may further include a preparatory jump shot control in a jump shot control state. The preparatory jump shot control is used to trigger the display of the jump shot control, which is used to control a virtual object to perform a jump shot operation. The preparatory jump shot control may include, but is not limited to, at least one of a joystick control, a throwing control, or a jumping control. In the present application, the preparatory jump shot control being in the jump shot control state means that, after the preparatory jump shot control is triggered, the first game interface is in a state in which a jump shot operation can be performed. In other words, when the preparatory jump shot control is in the jump shot control state, it indicates that preparations for performing a jump shot operation are complete.

[0058] In one possible implementation, before displaying the first game interface, the first game interface may be generated based on the second game interface. The process of generating the first game interface based on the second game interface may include: displaying the second game interface, the second game interface including a virtual object and a pre-jump shot control in a non-jump shot control state, the pre-jump shot control in the non-jump shot control state being used to control the virtual object to perform a specified operation; in response to a use operation of a virtual throwing item, converting the pre-jump shot control in the non-jump shot control state into a pre-jump shot control in a jump shot control state; and generating the first game interface based on the virtual object and the pre-jump shot control in the jump shot control state. The specified operation is related to the type of pre-jump shot control. For example, if the pre-jump shot control includes a joystick control, controlling the virtual object to perform the specified operation may include controlling the virtual object's position in the virtual environment using the joystick control; if the pre-jump shot control includes a jump control, controlling the virtual object to perform the specified operation may include controlling the virtual object to jump in the virtual environment using the jump control; and if the pre-jump shot control includes a throw control, controlling the virtual object to perform the specified operation may include controlling the virtual object to attack or throw a virtual throwing item using the throw control. Furthermore, generating the first game interface based on the virtual object and the pre-jump shot control in the jump shot control state refers to displaying the virtual object and the pre-jump shot control on the first game interface based on the virtual object's position in the virtual environment and the jump shot control state of the pre-jump shot control. Displaying the second game interface provides technical support for the state transition of the pre-jump shot control and the display of the first game interface, allowing players to understand that they can switch the state of the pre-jump shot control by using a virtual throwing item, thereby enhancing their gaming experience.

[0059] For example, the second game interface is the game interface before the player controls the virtual object to use the virtual throwing item. The second game interface may include the virtual object, which has an unused virtual item. When the virtual throwing item is unused, the jump shot control is in a non-jump shot control state.

[0060] FIG3 is a schematic diagram of a second game interface provided by an embodiment of the present application. As shown in FIG3 , in the second game interface, a virtual object 110 is in a state of holding a virtual prop (this virtual prop is different from a virtual throwing prop). The second game interface includes a preparatory jump shot control in a non-jump shot control state. The preparatory jump shot control may include a joystick control 120, a jump control 130, and a throwing control 140. The joystick control 120 is used to control the position of the virtual object in the virtual environment. By controlling the joystick control 120, the player can control the virtual object to move forward, backward, left, and right in the virtual environment. The jump control 130 is used to control the virtual object to jump in the virtual environment. For example, the player can use the jump control 130 to traverse virtual obstacles in the virtual environment or use the virtual throwing prop 160 during the jump.

[0061] In addition, the virtual object 110 can pick up a virtual throwing item 160 in the virtual environment or grab another virtual object's virtual throwing item 160. If the player needs to use the virtual throwing item 160, the virtual object 110 can be controlled to use the virtual throwing item 160 based on the virtual throwing item usage control 150. When the virtual throwing item 160 is not in use, the throwing control 140 is used to control the virtual object 110 to perform an attack operation. When the virtual throwing item 160 is in use, the throwing control 140 is used to control the virtual object 110 to throw the virtual throwing item 160.

[0062] In an exemplary embodiment of the present application, in response to a triggering operation of a virtual throwing prop's user control, a pre-jump shot control in a non-jump shot control state is converted to a pre-jump shot control in a jump shot control state. The pre-jump shot control in the jump shot control state can have a different display state than the pre-jump shot control in the non-jump shot control state. For example, the pre-jump shot control in the jump shot control state can be highlighted or shaded. The pre-jump shot control in the jump shot control state can also be used to trigger the display of the jump shot control while controlling the virtual object to perform a corresponding operation.

[0063] In one possible implementation, in response to a triggering operation of a control for using a virtual throwing item, the virtual object can transition from a state of holding the virtual item to a state of using the virtual throwing item. For example, the virtual object can hold the virtual throwing item. Optionally, the first game interface can also display a predicted trajectory of the virtual throwing item. The predicted trajectory is the predicted trajectory of the virtual throwing item corresponding to the current motion state of the virtual object.

[0064] Exemplarily, after the preparatory jump shot control is in the jump shot state, the first game interface is generated. This application takes the preparatory jump shot control displayed in shadow as the preparatory jump shot control in the jump shot state, and the preparatory jump shot control includes a joystick control, a jump control, and a throwing control as an example for explanation. Figure 4 is a schematic diagram of a first game interface provided by an embodiment of the present application. As shown in Figure 4, when the use control 150 of the virtual throwing prop is triggered, the virtual object 110 can hold the virtual throwing prop 160. At this time, the joystick control 121, the jump control 131, and the throwing control 141 are in the jump shot control state. For example, the state displayed in the first game interface by the joystick control 121, the jump control 131, and the throwing control 141 is shadowed.

[0065] In an exemplary embodiment of the present application, when a control for using a virtual throwing item is triggered, the virtual object holding the virtual throwing item enters a countdown. Before the countdown ends, the virtual object must complete the throwing operation of the virtual throwing item. Optionally, after the control for using the virtual throwing item is triggered, the predicted trajectory of the virtual throwing item can be displayed in a different color than before, to remind the player to throw the virtual throwing item in a timely manner.

[0066] It should be noted that the display states of the preparatory jump shot control in the jump shot control state and the preparatory jump shot control in the non-jump shot control state are different, and they can be distinguished by players. The display forms of the preparatory jump shot control in the jump shot control state and the preparatory jump shot control in the non-jump shot control state in this application are illustrative. The preparatory jump shot controls in the two states can also be displayed in other ways, and this application does not impose any restrictions on this.

[0067] In step 200, in response to a triggering operation of a preparatory jump shot control in a jump shot control state, a jump shot control is displayed in a first game interface.

[0068] In the exemplary embodiment of the present application, responding to a trigger operation of a control refers to the terminal device responding to a trigger operation of the control by a player. Depending on the different situations of the ready jump shot control in the jump shot control state, the manner of displaying the jump shot control in the first game interface includes but is not limited to any of the following situations 1 to 4.

[0069] In case one, the preparatory jump shot control in the jump shot control state includes a joystick control, the jump shot control includes a first jump shot control, and the process of displaying the jump shot control in the first game interface may include: in response to a trigger operation of the joystick control in the jump shot control state in a first direction, displaying the first jump shot control in the first direction of the joystick control in the first game interface, the first jump shot control being used to control the virtual object to sprint and jump.

[0070] Figure 5 is a schematic diagram of a jump shot control display provided by an embodiment of the present application. As shown in Figure 5 , taking the example of a joystick control 121 in a jump shot control state, where the first direction is upward, when the player drags the joystick control 121 upward, a first jump shot control 210 is displayed above the joystick control 121. Subsequently, when the first jump shot control 210 is triggered, the virtual object 110 can be controlled to sprint and jump. This shows that the player can use a single finger to drag the joystick control upward, triggering the display of the first jump shot control on the terminal device. Subsequently, the player can continue to use that finger to slide from the joystick control to the first jump shot control to control the virtual object to perform a jump shot operation, effectively reducing the difficulty of implementing the jump shot operation.

[0071] Case 2: The preparatory jump shot control in the jump shot control state includes a joystick control, and the jump shot control includes a second jump shot control. The process of displaying the jump shot control in the first game interface may include: in response to the triggering operation of the joystick control in the jump shot control state in the first direction, displaying the sprint control in the first direction of the joystick control in the first game interface; in response to the triggering operation of the sprint control, displaying the second jump shot control in the second direction of the sprint control in the first game interface, the sprint control is used to control the virtual object to sprint, and the second jump shot control is used to control the virtual object to jump.

[0072] It should be noted that the first direction and the second direction may be the same or different. This application takes the example where the first direction and the second direction are the same as each other for explanation.

[0073] FIG6 is a schematic diagram of another embodiment of the present application showing a jump shot control. As shown in FIG6 , assuming that the joystick control 121 is in the jump shot control state and the first direction is upward, when the player drags the joystick control 121 upward, a sprint control 220 is displayed above the joystick control 121. When the sprint control 220 is triggered, it displays a shadow state. At this point, the virtual object 110 sprints within the virtual environment, and a second jump shot control 310 is displayed above the sprint control 220. Subsequently, after the second jump shot control 310 is triggered, the virtual object 110 can be controlled to jump within the virtual environment. As can be seen, the player can use a finger to drag the joystick control upward to trigger the display of the sprint control on the terminal device. The player can then use the finger to swipe from the joystick control to the sprint control to control the virtual object to sprint. Subsequently, the player can use the finger to swipe from the sprint control to the second jump shot control to control the virtual object to perform a jump shot, effectively reducing the difficulty of performing a jump shot.

[0074] It should be noted that the second jump shot control is only displayed when the player drags the joystick control in the jump shot control state in the first direction. Dragging the joystick control in the jump shot control state in other directions can control the movement of virtual objects in the virtual environment. Among them, players can set the first and second directions based on their own gaming habits in the game settings interface, or the first and second directions can be set by the developer. For example, the first and second directions can be set to the top of the joystick control, or the first direction can be set to the top left of the joystick control and the second direction can be set to the top right of the joystick control, etc. This application does not limit the setting method of the first and second directions.

[0075] Case three, the preparatory jump shot control in the jump shot control state includes a throwing control, the jump shot control includes a first jump shot control, and the process of displaying the jump shot control in the first game interface may include: in response to the trigger operation of the throwing control in the jump shot control state, obtaining the trigger position of the throwing control; displaying the first jump shot control in a preset area corresponding to the trigger position in the first game interface, and the first jump shot control is used to control the virtual object to sprint and jump.

[0076] FIG7 is a schematic diagram of another embodiment of the present application showing a jump shot control. As shown in FIG7 , after the throw control 141 in the jump shot control state is triggered, a trigger position 211 of the throw control 141 is determined, where the trigger position can be the location where the player clicks or presses the throw control 141. A first jump shot control 210 is displayed in a preset area corresponding to the trigger position 211. Subsequently, when the first jump shot control 210 is triggered, the virtual object 110 can be controlled to sprint and jump. As can be seen, a player can use a finger to click the throw control to trigger the terminal device to display the first jump shot control. Subsequently, the player can continue to use the finger to slide from the throw control to the first jump shot control to control the virtual object to perform a jump shot operation, effectively reducing the difficulty of implementing the jump shot operation.

[0077] For example, taking the shape of a throwing control as a circle as an example, the throwing control is divided into different sector-shaped areas with the center of the throwing control as the center, and the sector-shaped area outside the throwing control can be a preset area corresponding to the trigger position. The preset area corresponding to the trigger position is determined in multiple sector-shaped areas, and in the preset area, the first jump shot control is displayed at a position at a reference distance from the center of the throwing control. For example, the first jump shot control can be located on a straight line between the center of the throwing control and the trigger position. The reference distance can be set by the player based on his or her own gaming habits in the game setting interface, or by the developer. For example, the display size of the first game interface on the terminal device is H×L (H and L are both values ​​greater than 0), and the reference distance can be set to H / 10, or the reference distance is set to L / 10. It should be noted that the setting method of the reference distance here is only for illustration and does not constitute a limitation of this application.

[0078] In the process of displaying the first jump shot control, this application determines the trigger position of the jump shot control and displays the first jump shot control in a preset area corresponding to the trigger position. This can facilitate the player's operation in the game and reduce the difficulty of triggering the control in the game. The player can quickly operate the first jump shot control, improve the efficiency of human-computer interaction, and thus improve the player's gaming experience.

[0079] It should be noted that the throwing control of the present application occupies a relatively large control area in the first game interface. To facilitate the player's in-game operations, a first jump shot control is displayed in a preset area corresponding to the trigger position of the throwing control. If other controls in the preparatory jump shot control, other than the throwing control, occupy a relatively large control area in the first game interface, the corresponding jump shot control can also be displayed based on the above method to facilitate the player's in-game operations. The jump shot control can include the first jump shot control or the third jump shot control, and the third jump shot control is used to control the virtual object to sprint.

[0080] Exemplarily, a control area occupied by a control in the first game interface is larger if the control area is greater than or equal to the control area threshold. For example, the control area occupied by the pre-jump shot control in the first game interface is compared with the control area threshold. If the control area occupied by the pre-jump shot control is greater than or equal to the control area threshold, the trigger position of the pre-jump shot control is determined, and the jump shot control is displayed in a preset area corresponding to the trigger position, where the pre-jump shot control includes but is not limited to a throwing control and a jumping control. The control area threshold can be set by the player based on their own gaming habits in the game settings interface, or by the developer. For example, the control area threshold is 5% of the display size of the first game interface on the terminal device.

[0081] Case four, the preparatory jump shot control in the jump shot control state includes a jump control, the jump shot control includes a third jump shot control, and the process of displaying the jump shot control in the first game interface may include: in response to a trigger operation of the jump shot control in the jump shot control state, displaying the third jump shot control in an area around the jump shot control in the jump shot control state, the third jump shot control is used to control the virtual object to sprint, and the jump control is used to control the virtual object to jump.

[0082] FIG8 is a schematic diagram of another embodiment of the present application showing a jump shot control. As shown in FIG8 , when the jump shot control 131 in the jump shot control state is triggered, the virtual object 110 jumps in the virtual environment, and a third jump shot control 320 is displayed in the area 212 surrounding the jump shot control 131 in the jump shot control state. The area 212 surrounding the jump shot control 131 can be a circular area centered on the center of the jump shot control 131 and with a set distance as the radius, such as the dotted area in FIG8 . The set distance can be set by the player in the game settings interface based on their own gaming habits, or by the developer. For example, the display size of the first game interface on the terminal device is H×L (H and L are both greater than 0), the set distance is H / 20, or the set distance is L / 20. In addition, the third jump shot control 320 can be located at any position in the area 212, or at a specified position in the area 212. Optionally, the position of the third jump shot control 320 in the area 212 can be set based on the player's gaming habits. It should be noted that the area around the jump control is not limited to the circular area shown in Figure 8. In some scenarios, it can also be a square area, a triangular area, an irregular area, etc. As can be seen, the player can use one finger to click the jump control to trigger the terminal device to display the third jump shot control. Subsequently, the player can continue to use the same finger to slide from the jump control to the third jump shot control to control the virtual object to perform a jump shot operation, effectively reducing the difficulty of implementing the jump shot operation.

[0083] It should be noted that this application uses the triggering operation of the joystick control, throwing control and jumping control based on the preparatory jump shot control in the jump shot control state to trigger the display of the jump shot control in the first game interface as an example. The preparatory jump shot control in the jump shot control state can also include other controls, and the display of the jump shot control is triggered based on other controls. This application does not impose any restrictions on this.

[0084] In step 300 , in response to a triggering operation of a jump shot control, the virtual object is controlled to be in a pre-throw state.

[0085] In an exemplary embodiment of the present application, a jump shot control can be triggered based on a player's triggering operation, which may include, but is not limited to, at least one of a click, a press, or a slide. For example, a click operation involves the player tapping the jump shot control with their finger; a press operation involves the player pressing the jump shot control with their finger for a certain duration, such as 2 seconds; and a slide operation involves the player sliding their finger from another control to the jump shot control. The other controls may include a joystick control in a jump shot control state, a throw control, and a jump control. When the jump shot control is triggered, the virtual object is controlled to be in a pre-throw state, where the pre-throw state may include the virtual object holding a virtual throwing prop and sprinting and jumping in a virtual environment.

[0086] Figure 9 is a schematic diagram of a virtual object sprinting and jumping, provided in an embodiment of the present application. As shown in Figure 9 , to better illustrate the virtual object's sprinting and jumping process within the virtual environment, a circle is used to represent virtual object 110. Virtual object 110 can sprint and jump periodically. Figure 9 uses n cycles of virtual object 110 sprinting and jumping as an example, where n is a positive integer. A cycle consists of the virtual object 110 taking off and landing on the ground. During each cycle, virtual object 110 jumps once and moves a certain distance in the forward direction. Taking the first cycle T1 as an example, virtual object 110 begins jumping from take-off point 311 and ends at landing point 313. The distance traveled by the virtual object during a jump can be set by the player based on their gaming habits in the game settings interface, or by the developer. For example, if the virtual object's stride length in the virtual environment is 50 centimeters, the distance traveled by the virtual object during a jump is 1 meter.

[0087] This application triggers the pre-throw state of the virtual object through a jump shot control. The virtual object in the pre-throw state sprints and jumps in the virtual environment, which helps to simplify the process of subsequent players controlling the virtual object to perform jump shot operations, facilitates the player's operations in the game, and improves the human-computer interaction efficiency and the player's gaming experience.

[0088] In step 400, a virtual object is controlled to perform a jump shot operation based on a jump shot control or at least one of the preset controls. The jump shot operation is a virtual object in a pre-throwing state throwing a virtual throwing prop. The preset control is located in the first game interface.

[0089] In an exemplary embodiment of the present application, the process of controlling a virtual object to perform a jump shot operation based on at least one of a jump shot control or a preset control may include: controlling the virtual object to perform a jump shot operation based on the jump shot control when the control state of the jump shot control changes and the control state of the preset control does not change; or controlling the virtual object to perform a jump shot operation based on the preset control when both the control state of the jump shot control and the control state of the preset control change; or controlling the virtual object to perform a jump shot operation based on the jump shot control and the preset control when the control state of the jump shot control does not change and the control state of the preset control changes. The control state of the jump shot control refers to whether a trigger operation has been performed on the jump shot control and the state of the triggered operation, for example, the control state of the jump shot control is continuously pressed, or the control state of the jump shot control is not clicked, etc. The control state of the preset control is similar to that of the jump shot control and will not be further described. By detecting whether the control state of the jump shot control and the control state of the preset control have changed, multiple ways of performing a jump shot operation are provided, increasing the diversity of jump shot operations.

[0090] In one embodiment of the present application, a control in the first game interface is used to control a virtual object to perform a jump shot operation, that is, to control a virtual object in a virtual throwing state to throw a virtual prop. For example, the jump shot control is used to control the virtual object to perform a jump shot operation. Exemplarily, the control state of the jump shot control and the control state of the preset control are detected. When it is detected that the control state of the jump shot control has changed and the control state of the preset control has not changed, for example, when the player presses the jump shot control and cancels the pressing of the jump shot control, the preset control is not clicked. At this time, the virtual object throws the virtual throwing prop while sprinting and jumping, and the virtual object completes the jump shot operation. The player can perform the jump shot operation of the virtual object by controlling the jump shot control with one finger, which simplifies the implementation method of the jump shot operation and makes the jump shot operation simple and easy to use. The player can successfully perform the jump shot operation without multiple attempts, which greatly reduces the error rate of the operation and effectively improves the efficiency of human-computer interaction.

[0091] In one embodiment of the present application, a control in a first game interface is used to control a virtual object to perform a jump shot, i.e., the virtual object in a virtual throwing state throws a virtual prop. For example, the virtual object is controlled to perform a jump shot using a preset control. Exemplarily, the control state of the jump shot control and the control state of the preset control are detected. When a change is detected between the control state of the jump shot control and the control state of the preset control, for example, when the player changes from pressing the jump shot control to releasing the press of the jump shot control and the player clicks the preset control, upon clicking the preset control, the virtual object throws the virtual throwing prop while sprinting and jumping. The preset control can be any control in the first game interface other than the jump shot control. For example, if the jump shot control is a joystick control, the preset control can be a throwing control. The preset control is used to control the virtual object to perform a jump shot. That is, when the preset control is triggered, the virtual object throws the virtual throwing prop while sprinting and jumping, thereby completing the jump shot.

[0092] In one possible implementation, when the distance between the jump shot control and the preset control in the first game interface is small, the jump shot operation of the virtual object can be achieved by controlling the preset control with one finger, for example, by clicking the preset control with the finger pressing the jump shot control; when the distance between the jump shot control and the preset control in the first game interface is large, the jump shot operation of the virtual object can be achieved by controlling the preset control and the jump shot control with two fingers, for example, by canceling the pressing of the jump shot control with one finger and clicking the preset control with the other finger. For example, the small distance between the jump shot control and the preset control in the first game interface means that the distance is less than a distance threshold, and the large distance between the jump shot control and the preset control in the first game interface means that the distance is greater than or equal to the distance threshold. The distance threshold can be set by the player based on his or her own gaming habits in the game settings interface, or by the developer. For example, the distance threshold is 1 cm.

[0093] In one embodiment of the present application, when two controls in a first game interface are used to control a virtual object to perform a jump shot, for example, the jump shot control and a preset control are used to control the virtual object to perform a jump shot, i.e., to control the virtual object, which is in a virtual throwing state, to throw a virtual prop. For example, the control states of the jump shot control and the preset control are detected. If it is detected that the control state of the jump shot control has not changed and the control state of the preset control has changed, for example, if the player continues to press the jump shot control while clicking the preset control, the virtual object will throw the virtual prop while sprinting and jumping. The preset control can be any control in the first game interface other than the jump shot control. For example, if the jump shot control is a joystick control, the preset control can be a throwing control. The preset control is used to assist in controlling the virtual object to perform a jump shot. That is, when the jump shot control is pressed and the preset control is triggered, the virtual object will throw the virtual prop while sprinting and jumping, thereby completing the jump shot. The player can perform a jump shot operation on the virtual object by simultaneously controlling the jump shot control and the preset control with two fingers.

[0094] The present application triggers a jump shot control to display a jump shot control in a first game interface. One control (the jump shot control or the preset control) or two controls (the jump shot control and the preset control) in the first game interface are used to control a virtual object to perform a jump shot operation. This increases the distance the virtual object can throw a virtual throwing prop in a virtual environment, reducing the difficulty of implementing the jump shot operation. For example, after a player clicks the jump shot control with one finger to display the jump shot control, they can continue to press the jump shot control with the same finger to control the virtual object to perform a jump shot operation. For another example, after a player clicks the jump shot control with one finger to display the jump shot control, they can continue to press the jump shot control with the same finger and click the preset control with another finger, thereby controlling the virtual object to perform a jump shot operation using two fingers. It can be seen that the jump shot operation provided by the present application is simple and easy to use. Players can successfully perform a jump shot operation without multiple attempts, greatly reducing the error rate of the operation, effectively improving the efficiency of human-computer interaction, allowing more players to use the jump shot operation during the game, and to a certain extent increasing the diversity and competitiveness of the game operation, thereby enhancing the player's gaming experience.

[0095] In the embodiments of the present application, since the player can perform a jump shot operation with one or two fingers, the player can also perform other operations in the game while performing the jump shot operation, which reduces the difficulty of the game operation and increases the possibility of controlling virtual objects in the game to perform other complex operations.

[0096] In an exemplary embodiment of the present application, before the virtual object performs a jump shot, the motion trajectory of the virtual throwing prop during the jump shot is predicted to obtain a predicted trajectory of the virtual throwing prop. When the virtual object performs the jump shot, the virtual throwing prop moves based on the predicted trajectory.

[0097] Exemplarily, the process of controlling the virtual object to perform a jump operation based on the jump control or at least one of the preset controls may include steps 410 to 430 .

[0098] In step 410, position information and jump parameters of a jump control or a preset control when a control state changes are obtained, where the position information includes at least one of a position of a virtual object or a position of a virtual throwing prop.

[0099] In an exemplary embodiment of the present application, the control state of a jump shot control or a preset control is detected. When a change in the control state of the jump shot control or the preset control is detected, for example, when the jump shot control changes from a pressed state to a non-pressed state or when the preset control is clicked, position information and jump shot parameters are obtained. The position information may include at least one of the position of a virtual object or the position of a virtual throwing prop. The position information of the virtual object includes the coordinates of the virtual object in the virtual environment, the position of the virtual throwing prop includes the coordinates of the virtual throwing prop in the virtual environment, and the jump shot parameters are used to assist in determining the predicted trajectory of the virtual throwing prop. The jump shot parameters may include, but are not limited to, virtual environment information, a throwing function, a reference state of the virtual object, and throwing parameters of the virtual throwing prop. The reference state of the virtual object is the state of the virtual object at the current moment during a sprint jump.

[0100] In step 420, a predicted trajectory of the virtual throwing prop is displayed. The predicted trajectory is obtained based on the position information and the jump shot parameters. The predicted trajectory of the virtual throwing prop is a curve between the jump shot starting point and the jump shot ending point of the virtual throwing prop.

[0101] In an exemplary embodiment of the present application, before displaying the predicted trajectory of the virtual throwing item, the predicted trajectory of the virtual throwing item is generated. The process of generating the predicted trajectory of the virtual throwing item may include step 421 and step 422.

[0102] In step 421, a jump-throwing starting point of the virtual throwing item is determined based on the position information.

[0103] For example, the virtual object can hold a virtual throwing prop in a sprinting and jumping state, and use the position of the virtual throwing prop when the control state of the jump control or the preset control changes as the jump starting point of the virtual throwing prop.

[0104] When the position information is the position of a virtual object, the position of the virtual object may include, but is not limited to, the position of the virtual object's center point, the virtual object's motion posture, and a reference distance between the virtual object's hand and the center point. The virtual object's motion posture in the virtual environment and the position of the virtual object's center point are used to determine the position of the virtual object's hand. During the virtual object's sprinting and jumping process, the distance between the virtual object's hand position and the virtual object's center point serves as the reference distance. The coordinates of the virtual object's center point are used to determine the coordinates of the jump-throwing starting point of the virtual throwing prop. It should be noted that the reference distance may change as the virtual object's motion state changes during the virtual object's sprinting and jumping process.

[0105] In the case where the position information is the position of a virtual throwing item, the position coordinates of the virtual throwing item may be directly used as a jump-throwing starting point of the virtual throwing item.

[0106] In step 422 , a predicted trajectory of the virtual throwing item is generated based on the jump starting point and jump parameters of the virtual throwing item.

[0107] For example, after determining the jump shot starting point, the throwing function corresponding to the virtual throwing prop during the jump shot is determined based on the jump shot parameters. If any of the virtual environment in which the virtual object is located, the reference state of the virtual object, or the throwing parameters of the virtual throwing prop are different, the throwing function corresponding to the virtual throwing prop during the jump shot may be different. After determining the throwing function, a predicted trajectory of the virtual throwing prop can be generated based on the jump shot starting point and the throwing function. Furthermore, the jump shot end point of the virtual throwing prop is determined based on the predicted trajectory of the virtual throwing prop. If there are other virtual objects on the predicted trajectory, the jump shot end point is the interaction point between the virtual throwing prop and the other virtual objects; if there are no other virtual objects on the predicted trajectory, the jump shot end point is the interaction point between the virtual throwing prop and the virtual environment.

[0108] This application uses position information to determine the jump starting point of the virtual throwing prop. During the virtual object's sprinting and jumping process, the predicted trajectory of the virtual throwing prop is generated by the jump starting point and jump parameters. The virtual throwing prop is thrown based on the predicted trajectory, which can increase the throwing distance of the virtual throwing prop to a certain extent.

[0109] In another exemplary embodiment of the present application, when the position information includes the position of the virtual object, the process of generating the predicted trajectory of the virtual throwing prop may include steps 423 to 426.

[0110] In step 423 , a reference state of the virtual object is determined based on the position of the virtual object, where the reference state includes a jump shot start state and a jump shot intermediate state.

[0111] For example, a virtual object can periodically perform sprinting and jumping movements in a virtual environment while in a sprinting and jumping state. The virtual object's reference state can be determined by the position of the virtual object when the control state of a jump shot control or a preset control changes. An exemplary description of the reference state of a virtual object is provided in conjunction with FIG9 . The reference state includes a jump shot start state and a jump shot intermediate state. The jump shot start state can be the state of the virtual object at the take-off point 311, ready to jump. The jump shot intermediate state can be any state other than the jump shot start state during the jump process. For example, the jump shot intermediate state can be any state of the virtual object other than the take-off point 311 within the T1 period.

[0112] In step 424, when the virtual object is in the jump start state, the position of the first throwing point is obtained, and the jump starting point of the virtual throwing prop is determined based on the position of the first throwing point, wherein the first throwing point is the highest point position of the virtual object jump in the current cycle.

[0113] Exemplarily, when the control state of the jump shot control or the preset control changes, the virtual object is in the jump shot starting state. Referring to FIG. 9 , when the control state of the jump shot control or the preset control changes, the virtual object is at the jump point 311. The first throw point 312-1 is the highest point that the virtual object 110 can reach during the T1 jump cycle. The position of the first throw point 312-1 is then used to determine the jump shot starting point of the virtual throwing item. The process of determining the jump shot starting point of the virtual throwing item using the position of the first throw point 312-1 is similar to step 421 and will not be further elaborated upon here.

[0114] In step 425, when the virtual object is in the middle of a jump shot, the position of the second throwing point is obtained, and the jump shot starting point of the virtual throwing prop is determined based on the position of the second throwing point, wherein the second throwing point is the highest point position of the virtual object's jump in the next cycle of the current cycle.

[0115] Exemplarily, when the control state of the jump shot control or the preset control changes, the virtual object is in an intermediate jump shot state. Referring to FIG. 9 , this means that when the control state of the jump shot control or the preset control changes, the virtual object is located at a position other than the jump point 311. The second throw point 312-2 is the highest point that the virtual object 110 can reach in the next cycle, i.e., in the T2 jump cycle. The position of the second throw point 312-2 is then used to determine the jump shot starting point of the virtual throwing item. Determining the jump shot starting point of the virtual throwing item using the position of the second throw point 312-2 is similar to step 421 and will not be further elaborated upon here.

[0116] In step 426, a predicted trajectory of the virtual throwing prop is generated based on the jump starting point and jump parameters of the virtual throwing prop. The process of determining the predicted trajectory in step 426 is similar to that in step 422 and will not be described in detail here.

[0117] The present application determines the first throwing point or the second throwing point through the reference state of the virtual object, wherein the first throwing point is the highest point that the virtual object can reach in the current sprint and jump cycle, and the second throwing point is the highest point that the virtual object can reach in the next sprint and jump cycle. The jump shot starting point is determined based on the position of the virtual object when it is at the highest point, which can further increase the throwing distance of the virtual throwing prop.

[0118] Through the above method, the periodic sprinting and jumping movements of the virtual object are fully taken into consideration, and the position of the throwing point is obtained based on the different reference states of the virtual object in the sprinting and jumping movements, ensuring that the acquired throwing point position is accurate, thereby ensuring the accuracy of the predicted trajectory.

[0119] In an exemplary embodiment of the present application, in steps 422 and 426, in the process of generating a predicted trajectory of the virtual throwing prop based on the jump starting point and jump parameters of the virtual throwing prop, the throwing parameters of the virtual object throwing the virtual throwing prop can also be determined based on the jump parameters, and the predicted trajectory of the virtual throwing prop can be determined in combination with the throwing parameters.

[0120] Exemplarily, in a case where the position information includes the position of the virtual object, the process of generating a predicted trajectory of the virtual throwing prop based on the jump starting point and jump parameters of the virtual throwing prop may include: in a case where the jump parameter includes a first throwing parameter, determining the jump starting point of the virtual throwing prop based on the position of the virtual object and the first throwing parameter, and determining a first predicted trajectory based on the jump starting point of the virtual throwing prop and the first throwing parameter; in a case where the jump parameter includes a second throwing parameter, determining the jump starting point of the virtual throwing prop based on the position of the virtual object and the second throwing parameter, and determining a second predicted trajectory based on the jump starting point of the virtual throwing prop and the second throwing parameter; wherein, in the first throwing parameter and the second throwing parameter, at least one of the relative position of the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial speed at which the virtual object throws the virtual throwing prop is different.

[0121] Exemplarily, the throwing parameters may include a first throwing parameter and a second throwing parameter, wherein at least one of the relative position of the virtual throwing item and the virtual object, the angle at which the virtual object throws the virtual throwing item, or the initial speed at which the virtual object throws the virtual throwing item is different in the first throwing parameter and the second throwing parameter. For example, the relative position of the virtual throwing item and the virtual object, the angle at which the virtual object throws the virtual throwing item, or the initial speed at which the virtual object throws the virtual throwing item are all different in the first throwing parameter and the second throwing parameter. For another example, the relative position of the virtual throwing item and the virtual object is the same in the first throwing parameter and the second throwing parameter, but the angle at which the virtual object throws the virtual throwing item, or the initial speed at which the virtual object throws the virtual throwing item are all different in the first throwing parameter and the second throwing parameter.

[0122] When the jump shot parameters include a first throwing parameter, first relative position information between the virtual throwing item and the virtual object is obtained, where the first relative position information may include a direction of the virtual throwing item relative to the virtual object and a distance of the virtual throwing item relative to the virtual object. A jump shot starting point of the virtual throwing item is determined based on the position of the virtual object and the first relative position information. A first predicted trajectory is obtained using the throwing function corresponding to the first throwing parameter and the jump shot starting point of the virtual throwing item.

[0123] If the jump shot parameters include a second throwing parameter, second relative position information between the virtual throwing item and the virtual object is obtained, where the second relative position information may include a direction of the virtual throwing item relative to the virtual object and a distance of the virtual throwing item relative to the virtual object. A jump shot starting point of the virtual throwing item is determined based on the position of the virtual object and the second relative position information. A second predicted trajectory is obtained using the throwing function corresponding to the second throwing parameter and the jump shot starting point of the virtual throwing item.

[0124] Through the above method, when the predicted trajectory of the virtual throwing prop includes two predicted trajectories, the predicted trajectory to be displayed can be quickly determined according to the type of throwing parameters included in the jump shot parameters, thereby improving the display efficiency of the predicted trajectory.

[0125] It should be noted that the throwing function curve corresponding to the first throwing parameter is different from the throwing function curve corresponding to the second throwing parameter. For example, the throwing function is a mathematical model based on physical laws, and the jump starting point of the virtual throwing prop can be substituted into the throwing function to obtain the corresponding predicted trajectory.

[0126] Figure 10 is a schematic diagram of a first predicted trajectory and a second predicted trajectory provided by an embodiment of the present application. As shown in Figure 10, the first game interface may further include a throwing parameter control 170, through which the throwing parameter control 170 can switch the throwing parameters of the virtual object throwing the virtual throwing prop 160, wherein the throwing parameters may include a first throwing parameter and a second throwing parameter. For example, the first throwing parameter may correspond to a high throw, i.e., the virtual object may raise the virtual throwing prop 160 to the highest position (not shown in the figure), throw the virtual throwing prop 160 at a first angle and a first initial velocity, and obtain a first predicted trajectory 180. The second throwing parameter may correspond to a low throw, i.e., the virtual object 110 may place the virtual throwing prop 160 at the waist position of the virtual object (not shown in the figure), throw the virtual throwing prop 160 at a second angle and a second initial velocity, and obtain a second predicted trajectory 190. Wherein, at least one of the first angle and the second angle or the first initial velocity and the second initial velocity is different. For example, the first angle is greater than the second angle, and the first initial velocity is greater than the second initial velocity.

[0127] In the process of generating predicted trajectories, the present application can also select the throwing parameters of the virtual throwing props to obtain the corresponding predicted trajectories under different throwing parameters. Players can flexibly select the throwing parameters of the virtual throwing props, increasing the diversity of the virtual throwing props' motion trajectories during the jump shot. Furthermore, during the jump shot, players can jump to the highest point and use the throwing parameters corresponding to the high throw to throw the virtual throwing props, achieving the maximum distance of the virtual throwing props, increasing the competitiveness of the game and the diversity of the game process, and improving the player's gaming experience.

[0128] It should be noted that the process of generating the predicted trajectory can also be performed by a server. For example, the terminal device obtains the position information and jump shot parameters when the control state of the jump shot control or the preset control changes, and sends the position information and jump shot parameters to the server. The server generates a predicted trajectory of the virtual throwing prop based on the position information and jump shot parameters, and controls the terminal device to display the predicted trajectory of the virtual throwing prop on the first game interface. In this way, the computing resources of the terminal device are conserved.

[0129] In step 430 , the virtual throwing prop is thrown based on the predicted trajectory, wherein the virtual throwing prop moves based on the predicted trajectory of the virtual throwing prop.

[0130] The movement of a virtual throwing item based on the predicted trajectory of the virtual throwing item means that the virtual throwing item starts from the jump shot starting point and moves along the predicted trajectory until it reaches the jump shot end point. For example, after determining the predicted trajectory of the virtual throwing item, the player can use the predicted trajectory to determine whether the jump shot end point of the virtual throwing item is within a target area, where the target area is the area in which the player needs to throw the virtual throwing item. If the jump shot end point is within the target area, the virtual object is controlled to throw the virtual throwing item; if the jump shot end point is outside the target area, the virtual object is controlled to move, or the throwing parameters corresponding to the high throw are switched until the jump shot end point is within the target area, at which point the virtual object is controlled to throw the virtual throwing item.

[0131] In an exemplary embodiment of the present application, after a virtual object throws a virtual throwing item through a jump shot operation, the virtual object is controlled to return to its initial state, allowing the player to promptly notify the player that the jump shot operation has been completed, thereby enhancing the player's gaming experience. The initial state refers to the state of the virtual object before the virtual throwing item is used in the second game interface. For example, the initial state may be a state where the virtual object is holding the virtual item. For example, after the virtual object throws the virtual throwing item through a jump shot operation, the jump shot control may be hidden or disappear to prevent the player from accidentally touching it.

[0132] FIG11 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. The method can be executed by the terminal device 101 in the implementation environment shown in FIG1 , and the method includes the following contents.

[0133] Step 510: Display a second game interface, which includes a virtual object and a preparatory jump shot control in a non-jump shot control state. The preparatory jump shot control in the non-jump shot control state is used to control the virtual object to perform a specified operation.

[0134] Step 520 : In response to the use operation of the virtual throwing prop, the preparatory jump shot control in the non-jump shot control state is converted into a preparatory jump shot control in the jump shot control state.

[0135] Step 530: Generate a first game interface based on the virtual object and the preparatory jump shot control in the jump shot control state.

[0136] Step 540: Display a first game interface. The first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state. The virtual object has a virtual throwing prop. The preparatory jump shot control in the jump shot control state is used to trigger the display of the jump shot control. The jump shot control includes at least one of a first jump shot control, a second jump shot control, or a third jump shot control.

[0137] In a possible implementation, the process from step 510 to step 540 has been described in the above step 100 and will not be repeated here.

[0138] Step 550: Prepare the jump shot control as a joystick control.

[0139] Step 551: The joystick control is triggered in a first direction.

[0140] Step 552: Display a first jump shot control in a first direction of the joystick control.

[0141] Step 553: Display the sprint control in the first direction of the joystick control.

[0142] Step 554: the sprint control is triggered.

[0143] Step 555: Display a second jump shot control in a second direction of the sprint control.

[0144] Step 560: Prepare the jump shot control as a throwing control.

[0145] Step 561: The throwing control is triggered.

[0146] Step 562: Obtain the trigger position of the throwing control.

[0147] Step 563: Display a first jump shot control in a preset area corresponding to the trigger position of the throw control.

[0148] Step 570: Prepare the jump shot control as a jump control.

[0149] Step 571: Jump control is triggered.

[0150] Step 572: Display a third jump control in the area surrounding the jump control.

[0151] In a possible implementation, the processes of step 550 to step 555, step 560 to step 563, and step 570 to step 572 have been described in the above step 200 and will not be repeated here.

[0152] Step 580 : In response to the triggering operation of the jump shot control, the virtual object is controlled to be in a pre-throwing state, where the pre-throwing state includes the virtual object being in a sprinting and jumping state in the virtual environment.

[0153] In a possible implementation, the process of step 580 has been described in the above step 300 and will not be repeated here.

[0154] Step 591: Control the virtual object to perform a jump shot operation based on the jump shot control.

[0155] Step 592: Control the virtual object to perform a jump shot operation based on a preset control.

[0156] Step 593: Control the virtual object to perform a jump shot operation based on the jump shot control and the preset control.

[0157] In a possible implementation, the process from step 591 to step 593 has been described in the above step 400 and will not be repeated here.

[0158] The present application also provides a control device for a virtual object. FIG12 is a schematic diagram of the structure of a control device for a virtual object provided in an embodiment of the present application. As shown in FIG12 , the device includes:

[0159] The first display module 610 is used to display a first game interface. The first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state. The virtual object has a virtual throwing prop.

[0160] The second display module 620 is configured to display the jump shot control in the first game interface in response to a triggering operation of the preparatory jump shot control in the jump shot control state.

[0161] The first control module 630 is configured to control the virtual object to be in a pre-throwing state in response to a triggering operation of the jump shot control.

[0162] The second control module 640 is used to control the virtual object to perform a jump shot operation based on the jump shot control or at least one of the preset controls. The jump shot operation is the virtual object in the pre-throwing state throwing the virtual throwing prop. The preset control is located in the first game interface.

[0163] In one possible implementation, the preparatory jump shot control includes a joystick control, the jump shot control includes a first jump shot control, and the second display module 620 is used to respond to a trigger operation of the joystick control in the first direction in the jump shot control state, and display the first jump shot control in the first direction of the joystick control in the first game interface, and the first jump shot control is used to control the virtual object to sprint and jump.

[0164] In one possible implementation, the preparatory jump shot control includes a joystick control, the jump shot control includes a second jump shot control, and the second display module 620 is used to display a sprint control in the first direction of the joystick control in the first game interface in response to a trigger operation of the joystick control in the jump shot control state in the first direction; in response to the trigger operation of the sprint control, the second jump shot control is displayed in the second direction of the sprint control in the first game interface, the sprint control is used to control the virtual object to sprint, and the second jump shot control is used to control the virtual object to jump.

[0165] In one possible implementation, the preparatory jump shot control includes a throwing control, the jump shot control includes a first jump shot control, and the second display module 620 is used to obtain the trigger position of the throwing control in response to the trigger operation of the throwing control in the jump shot control state; the first jump shot control is displayed in a preset area corresponding to the trigger position in the first game interface, and the first jump shot control is used to control the virtual object to sprint and jump.

[0166] In one possible implementation, the preparatory jump shot control includes a jump control, the jump shot control includes a third jump shot control, and the second display module 620 is used to display the third jump shot control in an area around the jump shot control in the jump shot control state in response to a trigger operation of the jump shot control in the jump shot control state, the third jump shot control is used to control the virtual object to sprint, and the jump shot control is used to control the virtual object to jump.

[0167] In one possible implementation, the second control module 640 is configured to control the virtual object to perform a jump shot operation based on the jump shot control when the control state of the jump shot control changes and the control state of the preset control does not change; or, to control the virtual object to perform a jump shot operation based on the preset control when both the control state of the jump shot control and the control state of the preset control change; or, to control the virtual object to perform a jump shot operation when the control state of the jump shot control does not change and the control state of the preset control changes.

[0168] In one possible implementation, the second control module 640 is configured to obtain position information and jump shot parameters when a control state of a jump shot control or a preset control changes, where the position information includes at least one of the position of a virtual object or a position of a virtual throwing prop; display a predicted trajectory of the virtual throwing prop, where the predicted trajectory is obtained based on the position information and the jump shot parameters, where the predicted trajectory of the virtual throwing prop is a curve between a jump shot starting point and a jump shot end point of the virtual throwing prop; and control the virtual object to perform a jump shot operation, where during the process of the virtual object performing the jump shot operation, the virtual throwing prop moves based on the predicted trajectory of the virtual throwing prop.

[0169] In a possible implementation, the second control module 640 is further configured to determine a jump-shot starting point of the virtual throwing item based on the position information; and generate a predicted trajectory of the virtual throwing item based on the jump-shot starting point and jump-shot parameters of the virtual throwing item.

[0170] In one possible implementation, a virtual object in a sprinting and jumping state performs periodic sprinting and jumping movements in a virtual environment, and one cycle is from the virtual object taking off to landing. The position information includes the position of the virtual object. The second control module 640 is further used to determine a reference state of the virtual object based on the position of the virtual object, and the reference state includes a jump shot starting state and a jump shot intermediate state. When the virtual object is in the jump shot starting state, the position of a first throwing point is obtained, and a jump shot starting point of a virtual throwing prop is determined based on the position of the first throwing point, wherein the first throwing point is the highest point of the virtual object's jump in the current cycle. When the virtual object is in the jump shot intermediate state, the position of a second throwing point is obtained, and a jump shot starting point of the virtual throwing prop is determined based on the position of the second throwing point, wherein the second throwing point is the highest point of the virtual object's jump in the next cycle after the current cycle. A predicted trajectory of the virtual throwing prop is generated based on the jump shot starting point and jump shot parameters of the virtual throwing prop.

[0171] In one possible implementation, the position information includes the position of the virtual object, the predicted trajectory of the virtual throwing prop includes a first predicted trajectory and a second predicted trajectory, and the second control module 640 is further used to determine the jump starting point of the virtual throwing prop based on the position of the virtual object and the first throwing parameter when the jump shot parameter includes a first throwing parameter, and determine the first predicted trajectory based on the jump starting point of the virtual throwing prop and the first throwing parameter; when the jump shot parameter includes a second throwing parameter, determine the jump starting point of the virtual throwing prop based on the position of the virtual object and the second throwing parameter, and determine the second predicted trajectory based on the jump starting point of the virtual throwing prop and the second throwing parameter; wherein, in the first throwing parameter and the second throwing parameter, at least one of the relative position of the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial speed at which the virtual object throws the virtual throwing prop is different.

[0172] In one possible implementation, the first display module 610 is also used to display a second game interface, which includes a virtual object and a preparatory jump shot control in a non-jump shot control state, where the preparatory jump shot control in the non-jump shot control state is used to control the virtual object to perform a specified operation; in response to the use of the virtual throwing prop, the preparatory jump shot control in the non-jump shot control state is converted into a preparatory jump shot control in a jump shot control state; and the first game interface is generated based on the virtual object and the preparatory jump shot control in the jump shot control state.

[0173] In a possible implementation, the second control module 640 is further configured to control the virtual object to restore to an initial state, where the initial state is the state of the virtual object before the virtual throwing prop is used in the second game interface.

[0174] The present application displays a jump shot control in a first game interface by triggering an operation of a prepared jump shot control, and uses one control (a jump shot control or a preset control) or two controls (a jump shot control and a preset control) in the first game interface to control a virtual object to perform a jump shot operation, thereby increasing the distance that the virtual object throws the virtual throwing prop in the virtual environment, reducing the difficulty of implementing the jump shot operation, making the jump shot operation simple and easy to use, and players can successfully perform the jump shot operation without multiple attempts, greatly reducing the error rate of the operation, effectively improving the efficiency of human-computer interaction, allowing more players to use the jump shot operation during the game, and to a certain extent improving the diversity and competitiveness of the game operation, thereby enhancing the player's gaming experience.

[0175] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned 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 device 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.

[0176] FIG13 shows a block diagram of a terminal device 1100 provided in accordance with an exemplary embodiment of the present application. The terminal device 1100 may be any electronic device capable of human-computer interaction with a user through one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, and the like.

[0177] Typically, the terminal device 1100 includes a processor 1101 and a memory 1102 .

[0178] The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0179] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1102 is used to store at least one instruction, which is executed by the processor 1101 to implement the virtual object control method provided in the method embodiment of the present application.

[0180] In some embodiments, terminal device 1100 may optionally include a peripheral device interface 1103 and at least one peripheral device. Processor 1101, memory 1102, and peripheral device interface 1103 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1103 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1104, a display screen 1105, a camera assembly 1106, an audio circuit 1107, and a power supply 1108.

[0181] The peripheral device interface 1103 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral device interface 1103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0182] The RF circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1104 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1104 can communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1104 may also include circuitry related to Near Field Communication (NFC), which is not limited in this application.

[0183] The display screen 1105 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1105 is a touch screen display, the display screen 1105 also has the ability to collect touch signals on the surface or above the surface of the display screen 1105. The touch signal can be input as a control signal to the processor 1101 for processing. At this time, the display screen 1105 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1105, which is set on the front panel of the terminal device 1100; in other embodiments, there can be at least two display screens 1105, which are respectively set on different surfaces of the terminal device 1100 or in a folding design; in other embodiments, the display screen 1105 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal device 1100. Even more, the display screen 1105 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0184] The camera assembly 1106 is used to capture images or videos. Optionally, the camera assembly 1106 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1100, and the rear camera is arranged on the back of the terminal device 1100. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1106 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0185] The audio circuit 1107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1101 for processing, or input into the radio frequency circuit 1104 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each disposed at different locations of the terminal device 1100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1101 or the radio frequency circuit 1104 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1107 may also include a headphone jack.

[0186] Power supply 1108 is used to power various components in terminal device 1100. Power supply 1108 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.

[0187] In some embodiments, the terminal device 1100 further includes one or more sensors 1110 , including but not limited to: an acceleration sensor 1111 , a gyroscope sensor 1112 , a pressure sensor 1113 , an optical sensor 1114 , and a proximity sensor 1115 .

[0188] The accelerometer 1111 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal device 1100. For example, the accelerometer 1111 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1101 can control the display screen 1105 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1111. The accelerometer 1111 can also be used to collect game or user motion data.

[0189] The gyroscope sensor 1112 can detect the body orientation and rotation angle of the terminal device 1100. The gyroscope sensor 1112 can work with the acceleration sensor 1111 to collect the user's 3D movements of the terminal device 1100. Based on the data collected by the gyroscope sensor 1112, the processor 1101 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0190] The pressure sensor 1113 can be set on the side frame of the terminal device 1100 and / or the lower layer of the display screen 1105. When the pressure sensor 1113 is set on the side frame of the terminal device 1100, it can detect the user's grip signal of the terminal device 1100, and the processor 1101 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1113. When the pressure sensor 1113 is set on the lower layer of the display screen 1105, the processor 1101 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1105. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0191] Optical sensor 1114 is used to collect ambient light intensity. In one embodiment, processor 1101 can control the display brightness of display screen 1105 based on the ambient light intensity collected by optical sensor 1114. Specifically, when the ambient light intensity is high, the display brightness of display screen 1105 is increased; when the ambient light intensity is low, the display brightness of display screen 1105 is decreased. In another embodiment, processor 1101 can also dynamically adjust the shooting parameters of camera assembly 1106 based on the ambient light intensity collected by optical sensor 1114.

[0192] Proximity sensor 1115, also known as a distance sensor, is typically located on the front panel of terminal device 1100. Proximity sensor 1115 is used to detect the distance between the user and the front of terminal device 1100. In one embodiment, when proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually decreasing, processor 1101 controls display screen 1105 to switch from the screen-on state to the screen-off state. When proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually increasing, processor 1101 controls display screen 1105 to switch from the screen-off state to the screen-on state.

[0193] Those skilled in the art will understand that the structure shown in FIG13 does not constitute a limitation on the terminal device 1100 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0194] FIG14 is a schematic diagram of the structure of a server provided in an embodiment of the present application. The server 1200 may vary significantly due to different configurations or performances, and may include one or more processors 1201 and one or more memories 1202. The one or more memories 1202 store at least one program code, which is loaded and executed by the one or more processors 1201 to implement the virtual object control methods provided in the above-mentioned various method embodiments. Of course, the server 1200 may also have components such as a wired or wireless network interface, a keyboard, and an input / output interface for input and output. The server 1200 may also include other components for implementing device functions, which will not be described in detail here.

[0195] In an exemplary embodiment, a computer-readable storage medium is further provided. The storage medium stores at least one program code. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned virtual object control methods.

[0196] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.

[0197] In an exemplary embodiment, a computer program or a computer program product is further provided. The computer program or the computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable a computer to implement any of the above-mentioned virtual object control methods.

[0198] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the control status, first game interface, second game interface, jump shot parameters, etc. involved in this application are all obtained with full authorization.

[0199] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.

[0200] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A control method for a virtual object, which is executed by a terminal device. The method includes: Displaying a first game interface, where the first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state, and the virtual object has a virtual throwing prop; In response to a trigger operation on the preparatory jump shot control in the jump shot control state, displaying a jump shot control in the first game interface; In response to a trigger operation on the jump shot control, controlling the virtual object to be in a pre-throwing state; Based on at least one of the jump shot control or a preset control, controlling the virtual object to perform a jump shot operation, where the jump shot operation is for the virtual object in the pre-throwing state to throw the virtual throwing prop, and the preset control is located in the first game interface.

2. The method according to claim 1, wherein, The preparatory jump shot control includes a joystick control, and the jump shot control includes a first jump shot control. The step of displaying a jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the joystick control in the jump shot control state in a first direction, displaying the first jump shot control in the first direction of the joystick control in the first game interface, where the first jump shot control is used to control the virtual object to sprint and jump.

3. The method according to claim 1, wherein, The preparatory jump shot control includes a joystick control, and the jump shot control includes a second jump shot control. The step of displaying a jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the joystick control in the jump shot control state in a first direction, displaying a sprint control in the first direction of the joystick control in the first game interface; In response to a trigger operation on the sprint control, displaying the second jump shot control in a second direction of the sprint control in the first game interface, where the sprint control is used to control the virtual object to sprint, and the second jump shot control is used to control the virtual object to jump.

4. The method according to claim 1, wherein The preparatory jump shot control includes a throwing control, and the jump shot control includes a first jump shot control. The step of displaying a jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the throwing control in the jump shot control state, obtaining the trigger position of the throwing control; Displaying the first jump shot control in a preset area corresponding to the trigger position in the first game interface, where the first jump shot control is used to control the virtual object to sprint and jump.

5. The method according to claim 1, wherein The preparatory jump shot control includes a jump control, and the jump shot control includes a third jump shot control. The step of displaying a jump shot control in the first game interface in response to a trigger operation on the preparatory jump shot control in the jump shot control state includes: In response to a trigger operation on the jump control in the jump shot control state, displaying the third jump shot control in an area around the jump control in the jump shot control state, where the third jump shot control is used to control the virtual object to sprint, and the jump control is used to control the virtual object to jump.

6. The method according to any one of claims 1 to 5, wherein Controlling the virtual object to perform a jump shot operation based on at least one of the jump shot control or the preset control includes: When the control state of the jump shot control changes and the control state of the preset control does not change, controlling the virtual object to perform a jump shot operation based on the jump shot control; or, When the control states of both the jump shot control and the preset control change, controlling the virtual object to perform a jump shot operation based on the preset control; or, When the control state of the jump shot control does not change and the control state of the preset control changes, controlling the virtual object to perform a jump shot operation based on the jump shot control and the preset control.

7. The method according to any one of claims 1 to 6, wherein Controlling the virtual object to perform a jump shot operation based on at least one of the jump shot control or the preset control includes: Displaying a predicted trajectory of the virtual throwing prop, where the predicted trajectory is obtained based on position information and jump shot parameters when the control state of the jump shot control or the preset control changes. The predicted trajectory of the virtual throwing prop is a curve between the jump shot starting point and the jump shot ending point of the virtual throwing prop, and the position information includes at least one of the position of the virtual object or the position of the virtual throwing prop; Controlling the virtual object to perform a jump shot operation, and during the process of the virtual object performing the jump shot operation, the virtual throwing prop moves based on the predicted trajectory of the virtual throwing prop.

8. The method according to claim 7, wherein Before displaying the predicted trajectory of the virtual throwing prop, it further includes: Determining the jump shot starting point of the virtual throwing prop based on the position information; Generating the predicted trajectory of the virtual throwing prop based on the jump shot starting point of the virtual throwing prop and the jump shot parameters.

9. The method according to claim 7 or 8, wherein The virtual object in the sprint jump state performs periodic sprint jump movements in the virtual environment. The takeoff to landing of the virtual object is one cycle, and the position information includes the position of the virtual object. Before displaying the predicted trajectory of the virtual throwing prop, it further includes: Determining the reference state of the virtual object based on the position of the virtual object, where the reference state includes the jump shot starting state and the jump shot intermediate state; When the virtual object is in the jump shot starting state, obtaining the position of the first throwing point, and determining the jump shot starting point of the virtual throwing prop based on the position of the first throwing point, where the first throwing point is the highest point position of the virtual object's jump in the current cycle; When the virtual object is in the jump shot intermediate state, obtaining the position of the second throwing point, and determining the jump shot starting point of the virtual throwing prop based on the position of the second throwing point, where the second throwing point is the highest point position of the virtual object's jump in the next cycle of the current cycle; Generating the predicted trajectory of the virtual throwing prop based on the jump shot starting point of the virtual throwing prop and the jump shot parameters.

10. The method according to claim 7, wherein The position information includes the position of the virtual object, and the predicted trajectory of the virtual throwing prop includes a first predicted trajectory and a second predicted trajectory. Before displaying the predicted trajectory of the virtual throwing prop, it further includes: When the jump shot parameter includes a first throwing parameter, the jump shot starting point of the virtual throwing prop is determined based on the position of the virtual object and the first throwing parameter, and the first predicted trajectory is determined based on the jump shot starting point of the virtual throwing prop and the first throwing parameter; When the jump shot parameter includes a second throwing parameter, the jump shot starting point of the virtual throwing prop is determined based on the position of the virtual object and the second throwing parameter, and the second predicted trajectory is determined based on the jump shot starting point of the virtual throwing prop and the second throwing parameter; Wherein, among the first throwing parameter and the second throwing parameter, at least one of the relative position between the virtual throwing prop and the virtual object, the angle at which the virtual object throws the virtual throwing prop, or the initial velocity at which the virtual object throws the virtual throwing prop is different.

11. According to the method as claimed in any one of claims 1 to 10, wherein Before displaying the first game interface, it further includes: Displaying a second game interface, the second game interface includes the virtual object and a preparatory jump shot control in a non-jump shot control state, and the preparatory jump shot control in the non-jump shot control state is used to control the virtual object to perform a specified operation; In response to the use operation of the virtual throwing prop, converting the preparatory jump shot control in the non-jump shot control state into the preparatory jump shot control in the jump shot control state; Generating the first game interface based on the virtual object and the preparatory jump shot control in the jump shot control state.

12. The method according to claim 11, wherein, After controlling the virtual object to perform a jump shot operation based on at least one of the jump shot control or the preset control, it further includes: Controlling the virtual object to restore to the initial state, and the initial state is the state of the virtual object before the use operation of the virtual throwing prop in the second game interface.

13. A control device for a virtual object, the device includes: A first display module, configured to display a first game interface, the first game interface includes a virtual object and a preparatory jump shot control in a jump shot control state, and the virtual object has a virtual throwing prop; A second display module, configured to display a jump shot control in the first game interface in response to a trigger operation of the preparatory jump shot control in the jump shot control state; A first control module, configured to control the virtual object to be in a pre-throwing state in response to a trigger operation of the jump shot control; A second control module, configured to control the virtual object to perform a jump shot operation based on at least one of the jump shot control or the preset control, and the jump shot operation is that the virtual object in the pre-throwing state throws the virtual throwing prop, and the preset control is located in the first game interface.

14. A computer device, the computer device includes a processor and a memory, and at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to enable the computer device to implement the control method of the virtual object according to any one of claims 1 to 12.

15. A computer-readable storage medium stores at least one program code, and the at least one program code is loaded and executed by a processor to enable a computer to implement the control method of a virtual object as described in any one of claims 1 to 12.

16. A computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement the control method of a virtual object as described in any one of claims 1 to 12.

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