Virtual object control method and apparatus, storage medium and electronic device
By displaying and activating virtual objects in a virtual scene, moving and updating character status in response to control operations, the problem of single virtual object control method is solved, and the game playability and operation flexibility is improved.
Patent Information
- Application Number
- PCT/CN2025/070515
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-30
- Filing Date
- 2025-01-03
- Publication Date
- 2025-08-07
AI Technical Summary
The control method of virtual objects in existing virtual scenes is relatively single, which affects the user's experience and combat process of controlling virtual objects.
Display the target virtual role interacting with the current virtual character in the virtual scene, and display at least one virtual object when the interaction conditions are met. After activation, move in response to the control operation and update the role status.
The new control method increases the playability, fun and depth of the game, provides more operational choices and challenges, and enhances the adaptability and flexibility of the game.
Smart Images

Figure CN2025070515_07082025_PF_FP_ABST
Abstract
Description
Virtual object control method and device, storage medium and electronic device
[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on January 30, 2024, application number 202410137691.3, and application name “Virtual Object Control Method and Device, Storage Medium and Electronic Device”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of computers, and in particular to a control technology for virtual objects. Background Art
[0003] In current virtual scenes, there are usually multiple virtual characters from different camps, representing different types of identities and each with different skills. Users can achieve combat modes such as melee attacks, ranged attacks, and controlled attacks by controlling virtual objects. Specifically, a virtual character controls a virtual object to complete a skill cast, and the skill prop disappears after reaching the farthest distance or hitting another virtual character, indicating that the virtual character completes control of the virtual object.
[0004] Therefore, since the process of virtual characters controlling virtual objects to complete interactive operations in games of the related art is usually as follows: first, the player selects the corresponding skill in the game and triggers it, then the character begins to make the corresponding preparatory movements, the character releases the skill, and finally the game system performs a hit determination to determine whether the skill successfully hits the target. If the skill hits the target, the game system calculates the damage based on the skill attributes and the target attributes, determines the amount of damage caused, and completes the control operation, the above process is relatively simple and restrictive in terms of the control operation of the virtual object, affecting the user's experience in controlling the virtual object and the battle process. In other words, the virtual scene control mechanism of the related art has a technical problem of a relatively simple control method for virtual objects.
[0005] To address the above-mentioned problems, no effective solutions have been proposed so far. Summary of the Invention
[0006] The embodiments of the present application provide a method and device for controlling a virtual object, a storage medium, and an electronic device, so as to at least solve the technical problem that the control method for a virtual object is relatively single in related methods.
[0007] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided, which is executed by an electronic device and includes: displaying a target virtual character that interacts with a current virtual character in a virtual scene; when an interaction operation triggered by the current virtual character satisfies an interaction condition, displaying at least one virtual object at an interaction key position associated with the interaction operation in the virtual scene; when a target virtual object among at least one of the virtual objects is in an activated state, in response to a control operation on the target virtual object, controlling the target virtual object to move according to a movement trajectory indicated by the control operation; and updating the character state of the target virtual character in response to the target virtual object hitting the target virtual character.
[0008] According to another aspect of an embodiment of the present application, a virtual object control device is also provided, which is deployed on an electronic device and includes: a first display unit, used to display a target virtual character interacting with a current virtual character in a virtual scene; a second display unit, used to display at least one virtual object at an interaction key position associated with the interaction operation in the virtual scene when the interaction operation triggered by the current virtual character meets the interaction condition; a control unit, used to control the target virtual object to move according to a movement trajectory indicated by the control operation in response to a control operation on the target virtual object when the target virtual object among at least one of the virtual objects is in an activated state; and a determination unit, used to update the character state of the target virtual character in response to the target virtual object hitting the target virtual character.
[0009] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is configured to execute the above-mentioned virtual object control method when running.
[0010] According to another aspect of the embodiments of the present application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the above-described method for controlling a virtual object.
[0011] According to another aspect of the embodiments of the present application, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the virtual object control method through the computer program.
[0012] In an embodiment of the present application, a target virtual character interacting with a current virtual character is displayed in a virtual scene. First, a stage of interactive operation is triggered by the current virtual character. When the interactive operation triggered by the current virtual character meets the interactive condition, at least one virtual object is displayed at an interactive key position associated with the interactive operation in the virtual scene. The at least one virtual object is a new controllable virtual object so as to trigger the next stage. When the target virtual object in the at least one virtual object is in an activated state, in response to the control operation on the target virtual object, the target virtual object is controlled to move according to the movement trajectory indicated by the control operation. When the target virtual object hits the target virtual character, the character state of the target virtual character is updated in response to the target virtual object hitting the target virtual character, thereby realizing interactive operation between virtual characters through controllable virtual objects. The present application proposes a control method for virtual objects, that is, when the interactive operation triggered by the current virtual character meets the interactive condition and the target virtual object in the at least one virtual object is in an activated state, the target virtual object is controlled. This realizes the control of virtual objects through a new control method, namely, a two-stage triggering method, which solves the technical problem that the virtual scene control mechanism in the related art has a relatively single control method for virtual objects. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0014] FIG1 is a schematic diagram of a hardware environment of an optional virtual object control method according to an embodiment of the present application;
[0015] FIG2 is a flowchart of an optional method for controlling a virtual object according to an embodiment of the present application;
[0016] FIG3 is a schematic diagram of an optional method for controlling a virtual object according to an embodiment of the present application;
[0017] FIG4 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0018] FIG5 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0019] FIG6 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0020] FIG7 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0021] FIG8 is a schematic diagram of an optional method for displaying a virtual object according to an embodiment of the present application;
[0022] FIG9 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0023] FIG10 is a schematic diagram of another optional method for displaying a virtual object according to an embodiment of the present application;
[0024] FIG11 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0025] FIG12 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0026] FIG13 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0027] FIG14 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0028] FIG15 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0029] FIG16 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0030] FIG17 is a flowchart of another optional method for controlling a virtual object according to an embodiment of the present application;
[0031] FIG18 is a flowchart of another optional method for controlling a virtual object according to an embodiment of the present application;
[0032] FIG19 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0033] FIG20 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0034] FIG21 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0035] FIG22 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0036] FIG23 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0037] FIG24 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0038] FIG25 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0039] FIG26 is a schematic diagram of another optional method for controlling a virtual object according to an embodiment of the present application;
[0040] FIG27 is a schematic structural diagram of an optional virtual object control device according to an embodiment of the present application;
[0041] Figure 28 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0042] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.
[0043] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0044] According to one aspect of an embodiment of the present application, a method for controlling a virtual object is provided. As an optional implementation method, the above-mentioned method for controlling a virtual object can be, but is not limited to, applied to a control system of a virtual object in a hardware environment as shown in FIG1 , wherein the control system of the virtual object can include, but is not limited to, a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. A target client (as shown in FIG1 , taking the target client as a game application client as an example) is respectively running in the terminal device 102 and the terminal device 110. The above-mentioned terminal device 102 and the terminal device 110 respectively include a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display a virtual game scene (as shown in FIG1 ), and is also used to provide a human-computer interaction interface to receive human-computer interaction operations for controlling a controlled virtual object in the virtual scene, and the virtual object will complete the game task set in the virtual scene. The processor is used to generate interaction instructions in response to the above-mentioned human-computer interaction operations and send the interaction instructions to the server. The memory is used to store relevant attribute data, such as object attribute information of the controlled virtual object and attribute information of the held virtual props. This attribute information may include, but is not limited to, information used to identify the user's identity and current location. The terminal device 102 runs a client that controls the current virtual character; optionally, if the target virtual character is a virtual character controlled by the terminal device, the terminal device 110 runs a client for the target virtual character. The current virtual character and the target virtual character can be controlled in the game to perform certain interactive events, such as attack events, defense events, skill casting events, etc.
[0045] In addition, the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads the virtual scene information of each virtual character and the operation information performed by each virtual character from the database 108. Assuming that the terminal device 102 in Figure 1 is used to control the current virtual character, and the terminal device 110 is used to control the target virtual character in the same game task, the specific process of this embodiment is as follows: as S102 to S108, the target virtual character interacting with the current virtual character is displayed in the virtual scene; the terminal device sends the first interactive operation of the current virtual character to the server; it is determined that the interactive operation (such as the first interactive operation) meets the interactive condition; the server sends the first condition judgment result to the terminal device, wherein the target virtual character can be one or more, in addition, the target virtual character can be, but is not limited to, a character in the team (camp) opposing the current virtual character in the virtual scene (i.e., a character attacked by the current virtual character), a character in the virtual scene that belongs to the same team (camp) as the current virtual character (i.e., a character protected by the current virtual character), and an object with a defensive function in the virtual scene (such as a defense tower, a super soldier, a wild monster, etc.);
[0046] Then, as in S110 to S120, the interactive operation of the current virtual character meets the interactive condition; when the interactive operation triggered by the current virtual character meets the interactive condition, at least one virtual object is displayed at an interactive key position associated with the interactive operation in the virtual scene; the terminal device sends a second interactive operation of the current virtual character to the server; it is determined that the target virtual object is in an activated state; the server sends the second condition judgment result to the terminal device; when the target virtual object among the at least one virtual object is in an activated state, in response to the control operation of the target virtual object, the target virtual object is controlled to move according to the trajectory indicated by the control operation; in response to the target virtual object hitting the target virtual character, the character state of the target virtual character is updated to cause an impact; wherein the interactive condition may be, but is not limited to, the number of clicks meeting a preset threshold, the click time meeting a preset threshold, reaching the farthest distance, selecting a skill, the number of skill castings, the end of skill casting, skill casting hitting, the skills cast by the current virtual character and the target virtual character "collision", the number of target virtual objects hit by the current virtual object skill casting meeting a preset threshold, the character state of the target virtual object changes (for example, the damage state or life state or defense state of the target virtual character is lower than or higher than a preset threshold), etc. As another optional implementation, when the terminal device 102 or the terminal device 110 has relatively strong computing and processing capabilities, the above S106 and S114 may also be completed by the terminal device 102 or the terminal device 110. This is an example and is not limited in this embodiment.
[0047] Optionally, in this embodiment, the above-mentioned terminal device can be a terminal device configured with a target client, which can include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop computer, a tablet computer, a PDA, an MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target client can be a video client, an instant messaging client, a browser client, an educational client, and other clients that support providing shooting game tasks. The above-mentioned network can include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network, and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication. The above-mentioned server can be a single server, or a server cluster composed of multiple servers, or a cloud server. The above is only an example, and this embodiment does not impose any limitation on this.
[0048] Optionally, in this embodiment, the aforementioned virtual object control method may be applied, but is not limited to, to a gaming terminal application (Application, APP) for completing a predetermined competitive game task in a virtual scene, such as a virtual competitive game application in a Multiplayer Online Battle Arena (MOBA) game application. The aforementioned competitive game task may be, but is not limited to, a game task completed by a current player through human-computer interaction virtual objects controlling a virtual object in a virtual scene through competitive interaction with virtual objects controlled by other players. The aforementioned virtual object control method may also be applied to a massively multiplayer online role-playing game (MMORPG) terminal application, in which the current player can complete social game tasks in the game through role-playing from the first-person perspective of a virtual object, for example, completing game tasks together with other virtual objects. The social game tasks herein may be, but are not limited to, running in an application (such as a non-standalone game app) in the form of a plug-in or mini-program, or running in an application (such as a standalone game app) within a game engine. The types of the aforementioned game applications may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications. The above are merely examples and are not intended to be limiting in this embodiment.
[0049] The above-described embodiments of the present application may also be applied to, but are not limited to, open-world games. An open-world game is one in which the combat scenes are completely free and open, allowing players to explore freely in any direction. The boundaries between different directions are very large, and the scenes contain simulated objects of various shapes and sizes that can physically collide or interact with players, artificial intelligence (AI), and other entities. In an open-world game, players can control virtual objects to complete game tasks through confrontation and interaction.
[0050] In an embodiment of the present application, a target virtual character interacting with a current virtual character is displayed in a virtual scene; when an interactive operation triggered by the current virtual character satisfies an interactive condition, at least one virtual object is displayed in the virtual scene at an interactive key position associated with the interactive operation; when a target virtual object among the at least one virtual object is in an activated state, in response to a control operation on the target virtual object, the target virtual object is displayed to move according to a movement trajectory indicated by the control operation; and in response to the target virtual object hitting the target virtual character, the character state of the target virtual character is updated. Thus, a virtual object control method is proposed, which can control the target virtual object when an interactive operation triggered by the current virtual character satisfies the interactive condition and the target virtual object among the at least one virtual object is in an activated state, thereby realizing control of virtual objects through a new control method.
[0051] In the above embodiment, when the interactive operation triggered by the current virtual character meets the interactive conditions, it is determined that the target virtual object is in an activated state in the virtual scene, and then the target virtual object is controlled to affect the character state of the target virtual character. On the one hand, different control methods allow players to choose a method that suits them to operate the virtual scene, which increases the playability and fun of the game and gives players more choices and challenges in the virtual scene; on the other hand, different control methods allow players to choose the operation method according to their preferences and habits, which increases the adaptability and flexibility of the virtual scene, gives players more operating space and possibilities, and increases the depth and strategy of the game. Furthermore, the above embodiment provides a new method for controlling virtual objects, which solves the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.
[0052] As an optional implementation, as shown in FIG2 , the virtual object control method includes the following steps:
[0053] S202, displaying a target virtual character that interacts with the current virtual character in a virtual scene;
[0054] S204, when the interactive operation triggered by the current virtual character meets the interactive condition, displaying at least one virtual object at an interactive key position associated with the interactive operation in the virtual scene;
[0055] S206, when a target virtual object among the at least one virtual object is in an activated state, in response to a control operation on the target virtual object, controlling the target virtual object to move according to a movement trajectory indicated by the control operation;
[0056] S208 : In response to the target virtual object hitting the target virtual character, updating the character state of the target virtual character.
[0057] In the above-mentioned embodiment, the above-mentioned virtual scene can be used to indicate the game scene displayed in the interface when the current user logs into the game application. In the case where the above-mentioned virtual scene is the battle interface of the game application, the player can select any virtual character as the current virtual character controlled by the player in the virtual scene, wherein the virtual character controlled by the current player is the current virtual character. In addition, multiple functional modules can be further displayed in the virtual scene, such as but not limited to a map module, a task module, a setting module, etc. For example, select the map module to view the distribution of virtual characters on the field, select the task module to receive daily game challenge tasks, etc. The above description of the virtual scene is only an exemplary description and does not limit the type of virtual scene in the specific embodiment and the content included therein.
[0058] The target virtual character is a virtual character that interacts with the current virtual character controlled by the current user. The number of target virtual characters can be one or more. In this embodiment, the number of the above-mentioned target virtual characters is not limited. In addition, the target virtual character can be, but is not limited to, a character in the team (camp) opposing the current virtual character in the virtual scene (i.e., a character attacked by the current virtual character), a character in the same team (camp) as the current virtual character in the virtual scene (i.e., a character protected by the current virtual character), or an object with a defensive function in the virtual scene (e.g., a defense tower, a super soldier, a wild monster, etc.). In this embodiment, the type of the above-mentioned current virtual character and the target virtual character is not limited.
[0059] In addition, it should be noted that the character form displayed in the virtual scene may include but is not limited to a character form that can provide interactive control operations with the player account, for example, it can be an animal or plant form, and can display corresponding character feedback in response to the trigger operation of the player account. Specifically, when the above-mentioned target virtual character is a small animal, such as a virtual puppy, in response to a click operation triggered on it, the jumping action of the virtual puppy can be displayed in the virtual scene; when the above-mentioned target virtual character is a virtual plant, such as a virtual flower, in response to a click operation triggered on it, the blooming form of the virtual flower can be displayed in the virtual scene; when the above-mentioned target virtual character is a human character in the game battle, the animated form of the virtual character (such as the appearance screen, skill release screen, virtual character skin) can be displayed in the virtual scene.
[0060] In the above S204, the operation type of the above interactive operation triggered by the current virtual character may include but is not limited to a click operation, a double-click operation, a long press operation, a slide operation, a skill release operation (such as an attack operation, a defense operation), etc. The type of the operation effect of the above interactive operation may correspond to the character type of the target virtual character. For example, if the target virtual character and the current virtual character belong to the same camp or team, the interactive operation triggered by the current virtual character may be a virtual treatment or virtual recovery operation on the target virtual object. If the target virtual character and the current virtual character belong to different camps or teams, the interactive operation triggered by the current virtual character may be a virtual attack or virtual stun operation on the target virtual object.
[0061] The above-mentioned interaction conditions may be conditions for entering the next stage to trigger the virtual object to interact. The interaction conditions may be, but are not limited to, reaching the farthest distance, selecting a skill, the number of skill castings, the end of skill casting, skill casting hits, the current virtual character and the target virtual character's respective skills "colliding", the number of target virtual objects hit by the current virtual object's skill casting meeting a preset threshold, the character state of the target virtual object changes (for example, the damage state or life state or defense state of the target virtual character is lower than or higher than a preset threshold), etc. As an optional implementation, as shown in Figure 3, when the skill reaches the farthest distance, the effect is that the ink ball (virtual object) gradually disappears, or as shown in Figure 4, the skill released by the current virtual character hits a virtual character, "knocking" the virtual character away, and displaying at least one virtual object 401 at the knock-away location.
[0062] The above-mentioned key interactive positions associated with interactive operations can be position points that have an important influence or key role in the interactive process, and can be, but are not limited to, the end position of the interactive operation (such as the skill casting hit position, the end position of the skill casting time, the position where the skill reaches the farthest distance, the position where the skill casting is interrupted, etc.), the position on the target virtual character's moving trajectory (for example, a certain position on the trajectory can be actively or randomly selected as the key interactive position associated with the interactive operation), the position where the skills cast by the current virtual character and the target virtual character "collide", etc., and no specific restrictions are made here.
[0063] In one case, the above-mentioned virtual object can be a virtual character with a similar character form (such as a controllable life form, a summoned creature, etc.) to the current virtual character. Specifically, if the virtual object is a virtual summoned creature, the current virtual character and the summoned creature (virtual object) can have a virtual master-apprentice relationship, and the current virtual character can control the summoned creature, and then cast skills on the target virtual character, or the virtual character automatically follows the target virtual character to cast skills; in another case, the virtual object can also be a prop with specific functions in the virtual scene (such as a dagger, armor, combat boots, etc.); when the target virtual character is in the enemy camp, the virtual object is a prop that outputs damage to the target virtual character; when the target virtual object is in the friendly camp, the virtual object is a prop with auxiliary functions for the target virtual character; the virtual object can also change according to the battle situation on the field (for example, automatically attacking the enemy camp and healing our camp). It is understandable that virtual objects can provide various types of auxiliary skills, including but not limited to auxiliary protection skills, auxiliary attack skills, auxiliary viewing skills, auxiliary resource collection skills, etc. Specifically, the above-mentioned virtual objects can be configured with auxiliary protection skills, so that when the health value, defense value or damage value parameters of the current virtual character are lower than the preset threshold, the virtual object generates an auxiliary area for the current virtual character, thereby realizing protection of the current virtual object. For example, when the number of enemies within a certain range of the current virtual character is greater than the preset threshold or the health value of the current virtual character is lower than the preset threshold, a virtual familiar with a defensive function is triggered, and the virtual familiars are distributed to surround the current virtual character to form an auxiliary area. In the auxiliary area, the current virtual character can be healed or output damage to the enemy without being attacked by the enemy, or when the health value, defense value or damage value parameters of the target virtual character are lower than the preset threshold, the target virtual character in the enemy camp is continuously damaged. In this embodiment, the specific form and function of the above-mentioned virtual objects are not limited.
[0064] It should be noted that at least one virtual object is displayed at the interactive key position associated with the above-mentioned interactive operation in the above-mentioned virtual scene. It can be, but is not limited to, displaying one or multiple virtual objects at the interactive key position associated with the interactive operation in the virtual scene after each interactive operation, or when the number of interactive operations reaches a certain number or a certain interactive damage reaches a certain threshold, at least one virtual object is selected or automatically displayed at the position where the last interactive operation is completed. No specific restrictions are made here.
[0065] In the above-mentioned case where the interactive operation triggered by the current virtual character meets the interactive conditions, at least one virtual object is displayed at the interactive key position associated with the interactive operation in the virtual scene. Specifically, after the number of props released by the current virtual character's ordinary skills meets the preset threshold, the upgraded props are displayed at the farthest distance the props move during each skill release. This is just an example.
[0066] In the above S206, the target virtual object can be determined according to, but not limited to, the order in which the virtual objects are generated, for example, the first generated virtual object is determined as the target virtual object, or the last one is determined as the target virtual object; the target virtual object can also be determined according to the distance between the virtual object and the virtual character. In the current embodiment, the above virtual character can be the current virtual character or the target virtual character. For example, the virtual object closest to the target virtual character can be the target virtual object, and the virtual object farthest from the current virtual character can be the target virtual object, etc. No specific restrictions are made here.
[0067] The method for determining whether the above-mentioned activation state is satisfied may be, but is not limited to: when the number of virtual objects displayed at the interactive key position associated with the interactive operation is greater than a certain threshold, determining that the target virtual object is in the activated state; it may also be when the life value data of the target virtual character is higher than or lower than a certain threshold, determining that the target virtual object is in the activated state; for example, when the life value data of the current virtual character is higher than or lower than a certain threshold, determining that the target virtual object is in the activated state; when the position of the current virtual character in the virtual scene and the position of the target virtual character in the virtual scene are less than a preset range, etc., determining that the target virtual object is in the activated state, etc., no specific restrictions are made here.
[0068] It can be understood that when the target virtual object among at least one of the above-mentioned virtual objects is in an activated state, it can respond to control operations on the target virtual object. The above-mentioned control operations include but are not limited to the target virtual object's attack, damage and other operations on the target virtual character when the target virtual character and the current virtual character are in different camps, including the path, direction, starting position and ending position of the attack and damage operations, etc.; or when the target virtual character and the current virtual character are in the same camp, the target virtual object's treatment, recovery and other operations on the target virtual character, including the path, direction, position, starting position and ending position of the treatment and recovery operations, etc., without specific restrictions.
[0069] Controlling the target virtual object to move according to the trajectory indicated by the control operation can be, but is not limited to: the player selects several movement trajectories preset by the system, so that the target virtual object moves according to the preset trajectory; or the player selects a direction at any angle in the direction control, forming a movement trajectory in that direction, so that the target virtual object moves according to the movement trajectory selected in the direction control; or the player can use the movement control in real time to move the target virtual object in real time according to the operation direction of the movement control by the player. No specific restrictions are made here.
[0070] FIG5 is used below to illustrate an optional application interface. In this embodiment, in response to a triggering operation on a skill control 502, the current virtual character 503 can be controlled to release a second skill toward a target virtual character 504. After the second skill hits the target virtual character, a virtual object can be displayed at the corresponding location in the virtual scene. As shown in FIG5, a first virtual object 505 is displayed after the second skill hits the target virtual character for the first time, a second virtual object 506 is displayed after the second skill hits the target virtual character for the second time, and a third virtual object 507 is displayed after the second skill hits the target virtual character for the third time. If the current virtual character 503 casts the second skill and hits the target virtual character 504 within the skill's range (i.e., a preset distance), a fourth virtual object 508 can be displayed in the virtual scene at the location where the target virtual character was hit by the skill. The first virtual object 505, the second virtual object 506, the third virtual object 507, and the fourth virtual object 508 represent the forms (styles) of the virtual objects displayed in the virtual scene after the target virtual character is hit. It should be noted that, in the case where the virtual task in the present application is a virtual game task of a multiplayer confrontation type, as shown in Figure 5, the position of each virtual character in the current virtual scene in the game map and the ID corresponding to each virtual character can be displayed in the upper left corner window (small map 509). Here, the role identification of each virtual character is represented by a number. Other virtual characters in the game except the current virtual character and the target virtual character can be displayed, and all virtual characters including the current virtual character and the target virtual character can also be displayed. In the case where the virtual task in the present application is a virtual game task in which multiple virtual characters compete against each other in pairs, in an optional manner, the role identification of each virtual character in a ready state can be displayed through the above-mentioned small map 509; in another optional manner, the object account can select multiple candidate virtual characters for the confrontation between the above-mentioned virtual characters, and then the role identification of each candidate virtual character can be displayed on the above-mentioned small map 509. In this embodiment, the display function of the above-mentioned small map 509 is only an exemplary description.
[0071] In Figure 5, after the second skill triggered by the skill control 502 hits the target virtual character 4 times, 4 virtual objects can be displayed in the current virtual scene. The skill effect of the second skill can then be upgraded to a target skill effect, that is, the 4 virtual objects can be used as target virtual objects, and the player controls the movement control 501 and the skill control 502 to control the first virtual object 505, the second virtual object 506, the third virtual object 507, and the fourth virtual object 508 in turn. The subsequent control operation of the first virtual object 505 is explained below as an example. As shown in Figure 6, multiple virtual objects generated by the second skill triggered by the skill control 602 are displayed in the virtual scene, including the first virtual object 605, the second virtual object 606, the third virtual object 607, the fourth virtual object 608, and the current virtual character 603. At the same time, the small map 609 is kept displayed in Figure 6. In this embodiment, when four virtual objects generated according to the second skill are displayed in the virtual scene, the second skill triggered by the skill control 602 can be upgraded to a target skill effect, and then in response to the player further clicking the skill control 602, the first virtual object 605 is determined as the target virtual object, and the first virtual object is adjusted to an activated state and moves along the movement trajectory (shown by the dotted line) indicated in real time by the movement control 601 to attack the target virtual character 604. It should be noted that in Figure 6, the solid icon object at the starting end of the movement trajectory indicates the first virtual object to be activated, and the hollow icon object in the movement trajectory is the first virtual object 605 that is in an activated state and is controlled. It should be noted that during the process of controlling the movement of the virtual object, the first virtual object on the movement trajectory indicating the state to be activated is not displayed.
[0072] As shown in Figure 7 , the interface continues to display the skill control 702, the current virtual character 703 and the target virtual character 704 in the interactive state in the virtual scene, as well as the first virtual object 705, the second virtual object 706, the third virtual object 707, and the fourth virtual object 708 generated according to the second skill. In Figure 7 , in response to the real-time sliding control of the movement control 701, the first virtual object 705 in the activated state moves and hits the target virtual character 704.
[0073] It should be noted that in the above S208, the character state can be used to reflect the state of the virtual character, and the character state can be, but is not limited to, life state, damage state, defense state, action speed state, etc., and no specific restrictions are made here. The target virtual object hitting the target virtual character may affect the character state of the target virtual character, causing the character state to change, so the character state of the target virtual character can be updated in response to the target virtual character hit by the above target virtual object. Updating the character state of the target virtual character can be to lower or increase the character state of the target virtual character. For example, when the target virtual character and the current virtual character are in different camps, the character states such as the life state, defense state, and damage state of the target virtual character can be lowered. When the target virtual character and the current virtual character are in the same camp, the character states such as the life state, defense state, and damage state of the target virtual character can be enhanced.
[0074] In an optional embodiment, when the virtual scene includes a reference virtual character (enemy hero) in a different character camp from the current virtual character, and a target virtual character (friendly hero) in the same character camp as the current virtual character, the interaction condition may be that the attack skill released by the current virtual character hits the reference virtual character three times. Furthermore, when the attack skill released by the current virtual character hits the reference virtual character three times, a summon (i.e., the virtual object) is displayed at the location of the last hit of the reference virtual character. In response to a trigger operation on the target skill control, the virtual object can be activated and summoned as the target virtual object, and then in response to a trigger operation on the direction control, the target virtual object can be controlled to treat the target virtual character.
[0075] In another optional embodiment, when the virtual scene includes a reference virtual character (first enemy hero) and a target virtual character (second enemy hero) in a different character camp from the current virtual character, the interaction condition may be that the attack skill released by the current virtual character hits the reference virtual character three times. Furthermore, when the attack skill released by the current virtual character hits the reference virtual character three times, a summoned object (i.e., the virtual object) is displayed at the location of the last hit of the reference virtual character. In response to a trigger operation on the target skill control, the virtual object can be activated and summoned as the target virtual object, and then, in response to a trigger operation on the direction control, the target virtual object can be controlled to cause damage to the target virtual character.
[0076] Through the above implementation, by judging whether the current virtual character interaction operation meets the interaction conditions, if the interaction conditions are met, a new controllable virtual object is displayed and responds to the control operation, and the interactive operation between virtual characters is realized through the controllable virtual object, so that different types of virtual objects are subjected to different control operations to complete the release of skills, enriching the control method of virtual objects, thereby improving the player's gaming experience, and increasing the interactivity of the game, allowing players to participate in the game more immersively, and enhancing the immersion, sense of substitution and innovation of the game.
[0077] As an optional implementation, when the interactive operation triggered by the current virtual character satisfies the interactive condition, displaying at least one virtual object at an interactive key position associated with the interactive operation in the virtual scene includes at least one of the following:
[0078] Method 1: When an interactive operation triggered by the current virtual character hits a first virtual character, determining that the interactive operation triggered by the current virtual character satisfies an interactive condition, and displaying at least one virtual object at a position where the first virtual character is located, wherein the interactive key position includes the position where the first virtual character is located;
[0079] Method 2: When the interactive operation triggered by the current virtual character generates a defense against the attack operation triggered by the second virtual character, determining that the interactive operation triggered by the current virtual character satisfies the interactive condition, and displaying at least one virtual object at the character position of the current virtual character, wherein the interactive key position includes the character position of the current virtual character;
[0080] Method three: when the first operation trajectory of the interactive operation triggered by the current virtual character intersects the second operation trajectory of the interactive operation triggered by the third virtual character, determine that the interactive operation triggered by the current virtual character meets the interaction conditions, and display at least one virtual object at the position corresponding to the intersection of the first operation trajectory and the second operation trajectory, wherein the interactive key position includes the position corresponding to the trajectory intersection.
[0081] It can be understood that in one way, the current virtual character triggers an interactive operation, including but not limited to when an interactive operation such as an attack operation (such as virtual bullets, virtual bombs, virtual light waves, virtual gloves, etc.), a treatment operation (such as virtual potions, virtual herbs, etc.), a defense operation (such as virtual protective clothing, virtual armor, etc.) hits the first virtual character. As shown in Figure 8, the current virtual character 803 responds to the player's control operation to control the movement control 801 and the skill control 802 to hit the target virtual character 804, display the virtual object 805, and determine that the interactive operation triggered by the current virtual character 803 meets the interactive conditions. It should be noted that the above-mentioned first virtual character can be the target virtual character, or it can be other virtual characters in a different camp or the same camp as the target virtual character, that is, the first virtual character can be a teammate or opponent of the target virtual character. This is just an example and is not specifically limited.
[0082] After determining that the interactive operation triggered by the above-mentioned current virtual character meets the interactive conditions, at least one virtual object is displayed at the character position where the above-mentioned first virtual character is located. It can be, but is not limited to, displaying one or more virtual objects at the position where the first virtual character is located after each interactive operation, or displaying at least one virtual object at the position of the first virtual character when the number of hits to the first virtual character reaches a preset threshold or the damage of a certain hit reaches a certain threshold. There is no specific restriction here. The above-mentioned virtual objects include but are not limited to controllable life forms, summons, etc. of the same type as the current virtual character or target virtual character, attack or defense or healing props, etc. It can be understood that virtual objects can provide various types of auxiliary skills, including but not limited to auxiliary protection skills, auxiliary attack skills, auxiliary viewing skills, auxiliary resource collection skills, etc.; wherein, the above-mentioned key interactive positions include the character position where the above-mentioned first virtual character is located.
[0083] In another way, when the interactive operation triggered by the above-mentioned current virtual character defends against the attack operation triggered by the second virtual character, as shown in Figure 9, the current virtual character 903 controls the movement control 901 and the skill control 902 in response to the player's control operation, and responds to the control operation of the helmet 906 to resist the attack operation of the target virtual character 904 and a virtual object 905 appears, and it is determined that the above-mentioned interactive operation triggered by the above-mentioned current virtual character 903 meets the interactive condition. It should be noted that the above-mentioned second virtual character can be the target virtual character, or it can be other virtual characters in a different camp or the same camp as the target virtual character, that is, the second virtual character can be a teammate or opponent of the target virtual character. This is just an example and there is no specific limitation.
[0084] After determining that the interactive operation triggered by the current virtual character has executed a defensive operation and the interactive conditions are met, at least one virtual object is displayed at the position of the current virtual character. This may include, but is not limited to, displaying one or more virtual objects at the current virtual character's position after each defensive operation. Alternatively, when the number of defensive operations reaches a certain number or a certain defensive operation reaches a certain threshold, at least one virtual object is selected or automatically displayed at the position where the current virtual character last completed a defensive operation. No specific limitations are imposed herein. The virtual objects include, but are not limited to, controllable life forms of the same type as the current virtual character or the target virtual character, summoned creatures, attack, defense, or healing items, and the like. It is understood that virtual objects can provide various types of auxiliary skills, including, but not limited to, auxiliary protection skills, auxiliary attack skills, auxiliary viewing skills, and auxiliary resource collection skills. The key interactive position includes the position of the current virtual character. As an optional embodiment, at least one virtual object can be displayed at the current virtual character's position when the current virtual character successfully defends against an attack operation triggered by a virtual character in the enemy camp.
[0085] In another embodiment, when the first operation trajectory of the interactive operation triggered by the current virtual character intersects the second operation trajectory of the interactive operation triggered by the third virtual character, as shown in FIG10 , the current virtual character 1003 controls the movement control 1001 and the skill control 1002 in response to the player's control operation to complete the interactive operation. The generated first operation trajectory and the second operation trajectory generated by the target virtual character 1004 releasing the skill form a trajectory intersection 1006, and a virtual object 1005 appears. The triangle represents the trajectory intersection 1006 where the first operation trajectory of the interactive operation of the current virtual character intersects the second operation trajectory of the interactive operation of the third virtual character. It is determined that the interactive operation triggered by the current virtual character 1003 meets the above-mentioned interaction condition. It should be noted that the third virtual character can be the target virtual character, or another virtual character in a different camp or the same camp as the target virtual character, that is, the third virtual character can be a teammate or opponent of the target virtual character. This is only an example and is not a specific limitation.
[0086] Determine whether the first operation trajectory triggered by the interactive operation triggered by the current virtual character intersects with the second operation trajectory triggered by the interactive operation of the third virtual character. After the interactive condition is met, at least one virtual object is displayed at the position corresponding to the intersection of the first operation trajectory and the second operation trajectory. This may be, but is not limited to, displaying one or more virtual objects at the intersection of the tracks in the virtual scene each time the first operation trajectory intersects the second operation trajectory. Alternatively, when the number of track intersections reaches a certain number or the interactive damage of a certain track intersection (skill "collision") reaches a certain threshold, at least one virtual object is selected or automatically displayed at the track intersection position. No specific restrictions are imposed herein. The virtual objects include, but are not limited to, controllable life forms, summons, etc. of the same type as the current virtual character or the target virtual character, attack or defense or healing props, etc. It is understandable that the virtual objects can provide various types of auxiliary skills, including, but not limited to, auxiliary protection skills, auxiliary attack skills, auxiliary viewing skills, auxiliary resource collection skills, etc.; wherein, the key interactive position includes the position corresponding to the track intersection.
[0087] Through the above-mentioned implementation of the present application, it is possible to determine whether the interactive operation triggered by the current virtual character meets the interactive conditions based on the multiple interactive operations triggered by the current virtual character, and determine the interactive key positions of the virtual objects displayed in different situations, thereby enriching the methods for determining the positions of virtual objects when the triggering operation meets the interactive conditions. By using multiple methods to determine the interactive key positions of virtual objects, players can reasonably formulate attack and interaction strategies, increase the strategic nature of the game, and realize the enrichment of players' control of virtual objects, movement, and attack strategies. Furthermore, the above-mentioned implementation provides a new method for controlling virtual objects, which solves the technical problem that the control method of virtual objects in the existing virtual scene control mechanism is relatively single.
[0088] In an optional embodiment, the display of at least one virtual object at the interactive key position associated with the interactive operation in the virtual scene includes at least one of the following:
[0089] Method 1: When the interactive operation is a skill operation, determine the first object type of the virtual object according to the skill trajectory display style corresponding to the skill operation; and display the virtual object of the first object type at the key interactive position;
[0090] Method 2: When the interactive operation is an attack operation, the second object type of the virtual object is determined according to the character display style of the current virtual character; and the virtual object of the second object type is displayed at the key interactive position.
[0091] In an alternative embodiment, when the above interaction operation is a skill operation, the first object type of the virtual object is determined according to the skill trajectory display style corresponding to the above skill operation. For example, as shown in FIG. 3, if the skill is displayed as virtual ink marks, the first object type of the virtual object is an ink blob; as shown in FIG. 11, if the skill is displayed as virtual Chinese calligraphy written with a brush, the first object type of the virtual object is virtual Chinese calligraphy written with a brush, and the virtual object 1101 in the figure is the Chinese character "startled" written with a brush; if the skill is displayed as the flight trajectory of an arrow, the first object type of the virtual object is a virtual arrow to be controlled; if the skill is displayed as a virtual flame, the first object type of the virtual object is a fireball, etc., which are not specifically limited here; and a virtual object of the first object type is displayed at the above interaction key position, and the above interaction key position may be but is not limited to the end position of the interaction operation (such as the position where the target skill is cast and hits, the end position of the target skill casting time, the position where the target skill reaches the farthest distance, the position where the casting of the target skill is interrupted, etc.), a position on the movement trajectory of the target virtual character (such as a position on the trajectory can be actively or randomly selected as the interaction key position), the position where the skills cast by the current virtual character and the target virtual character "collide" with each other, etc., which are not specifically limited here.
[0092] In another alternative embodiment, when the above interaction operation is an attack operation, the second object type of the virtual object is determined according to the character display style of the above current virtual character. It should be noted that the above attack operation may be basic attack operations such as punching, shooting an arrow, stabbing, etc.; and a virtual object of the second object type is displayed at the above interaction key position. It can be understood that when the current virtual character is a virtual zombie, the character display style of the virtual object may be a virtual little zombie; when the current virtual character is a virtual frog, the character display style of the virtual object may be a virtual tadpole, etc.; the above interaction key position may be but is not limited to the end position of the attack operation (such as the attack hit position, the end position of the attack time, the farthest distance position of the attack, etc.), a position on the movement trajectory of the target virtual character (such as a position on the trajectory can be actively or randomly selected as the interaction key position), etc., which are not specifically limited here.
[0093] Through the above embodiments of the present application, when the interaction operation meets different operations, virtual objects of different object types are correspondingly displayed at the interaction key position according to different situations, enriching the object types of the virtual objects. Furthermore, different operation controls can be performed on virtual objects of different types, such as flying, sprinting, exploding, impacting, etc., to implement operations such as attacking, healing, and defending, thereby enhancing the immersion and sense of substitution of the game and enriching the control methods for virtual objects.
[0094] As an optional embodiment, when the interactive operation triggered by the current virtual character hits the first virtual character, determining that the interactive operation triggered by the current virtual character meets the interactive condition and before displaying at least one virtual object at the character position of the first virtual character further includes:
[0095] S1, when the interactive operation is a skill operation, in response to a triggering operation of the skill operation, obtaining a skill trajectory direction of the skill operation;
[0096] S2, starting from the current virtual character's position, dynamically displays the skill trajectory of the skill operation in the direction of the skill trajectory;
[0097] S3: If the length of the displayed skill trajectory is less than or equal to the preset distance, and the displayed skill trajectory reaches the position of the first virtual character, it is determined that the interactive operation triggered by the current virtual character hits the first virtual character;
[0098] S4: If the length of the displayed skill trajectory is equal to the preset distance and the displayed skill trajectory does not reach the position of the first virtual character, cancel the display of the skill trajectory.
[0099] It is understandable that in this embodiment, when the interactive operation is a skill operation, in response to the triggering operation of the skill operation, the skill trajectory direction of the skill operation is obtained. As shown in Figure 5, with the character position of the current virtual character (the position where the skill is released is the character position of the current virtual character) as the starting position, the trajectory of the skill operation is dynamically displayed in the direction of the skill trajectory; when the trajectory length of the displayed skill trajectory is less than or equal to the preset distance, and the displayed skill trajectory reaches the character position of the first virtual character, the skill trajectory of the skill operation is dynamically displayed in the direction of the skill trajectory. Among them, the character position of the first virtual character can be hit by the skill attack or the position of the first virtual character after the second movement (for example, being hit, bounced, dodged, etc.), etc., thereby determining that the interactive operation triggered by the current virtual character hits the first virtual character.
[0100] When the track length of the displayed skill track is equal to the preset distance and the displayed skill track does not reach the character position of the first virtual character, the skill track is canceled.
[0101] The embodiment of the present application does not limit the method of canceling the display of the skill track. As an optional implementation method, the display of the skill track can be canceled directly and instantly. As another optional implementation method, the display of the skill track can be canceled according to the target dynamic style. Among them, the target dynamic style can be that in the process of canceling the display of the skill track, the relevant parameters of canceling the display of the skill track can be dynamically adjusted, for example, the speed, direction, duration, and color of canceling the display of the skill track can be adjusted, and the effect of the dynamic style can be changed according to the screen size, specifically, the ink fading, the fire dimming, the water waves receding, and the like.
[0102] In an optional embodiment, the skill trajectory is displayed after the skill operation is triggered. If the skill hits the character and is within a preset time and distance, the skill trajectory is displayed from the character position of the current virtual character as the starting position to the character position of the first virtual character. If the skill release exceeds a certain time and moving distance, the skill trajectory is displayed in a fading display style. As shown in Figure 3, the virtual object reaches the farthest distance and does not hit the character, and the ink gradually disappears.
[0103] Through the above-mentioned implementation mode of the present application, in response to the triggering operation of the skill operation, the skill trajectory of the skill operation is displayed according to the direction of the skill trajectory with the character position of the current virtual character as the starting position, and the first virtual character is hit when the trajectory length is less than or equal to the preset distance. When the trajectory length is equal to the preset distance and has not reached the character position of the first virtual character, the skill trajectory is canceled, thereby enriching the skill trajectory display method and trajectory style, so that players can trigger the display of skill trajectory styles and effects by trying different props and skill combinations, making the game more interesting and diverse.
[0104] In an optional embodiment, when the interactive operation triggered by the current virtual character hits the first virtual character, determining that the interactive operation triggered by the current virtual character meets the interactive condition and displaying at least one virtual object at the character position of the first virtual character further includes:
[0105] S1, if the first virtual character and the current virtual character are in the same character camp, determining to cause a gain effect on the first virtual character;
[0106] S2: If the first virtual character and the current virtual character are in different character camps, determine that a negative effect is caused to the first virtual character.
[0107] It can be understood that in this embodiment, when the above-mentioned first virtual character and the above-mentioned current virtual character are in the same character camp, for example, the first virtual character and the current virtual character are in the same team or allied team, no specific restrictions are made here, and the gain effect on the first virtual character is determined. Specifically, it can be to increase character attributes, such as strength, intelligence, agility, treatment, recovery, and avoidance, increase character health and mana, increase character damage and defense values, improve character movement speed, critical hit rate, hit rate, shorten skill cooling time, etc., without specific restrictions here.
[0108] As an optional implementation, when the above-mentioned first virtual character and the above-mentioned current virtual character are in different character camps, for example, the first virtual character and the current virtual character are in different teams or enemy teams, no specific restrictions are made here, and the negative effect on the first virtual character is determined. Specifically, it can be to reduce character attributes, such as strength, intelligence, agility, treatment, recovery, and avoidance, reduce character health and mana, reduce character damage and defense values, reduce character movement speed, critical hit rate, and hit rate, extend skill cooling time, etc., without specific restrictions here.
[0109] Specifically, the skill released by the current virtual character may hit the target virtual character three times, and the current virtual character interaction operation meets the interaction conditions. A summon (virtual character) is displayed at the position of the last hit on the target virtual character and the summon is immediately activated, such as the virtual object 805 in Figure 8. When the target virtual character is a teammate, the summon heals or defends the target virtual character, for example, it can increase the health value of the target virtual character, or when the target virtual character is an enemy, it can reduce the damage value of the target virtual character. This is just an example and no specific limitation is made.
[0110] Through the above-mentioned implementation of the present application, when the first virtual character and the current virtual character are in the same or different camps, different impacts are caused to the first virtual character, and the player can more deeply immerse himself in the identity of the game character and experience a more realistic and rich game world. It can enrich the player's control operations over the virtual character, control the virtual character to damage the enemy and heal the friendly party, increase the immersion and sense of substitution of the game, and thus solve the technical problem of the relatively single control method of virtual objects in related methods.
[0111] As an optional implementation manner, if the first virtual character and the current virtual character are in different character camps, determining that a negative effect is caused to the first virtual character includes at least one of the following:
[0112] Method 1: adjusting the activity state parameter of the first virtual character from a first value to a second value, wherein, when the activity state parameter of the first virtual character is greater than or equal to 0, it is determined that the first virtual character is in an active state in the virtual scene, and the second value is less than the first value;
[0113] Method 2: adjusting the movement state parameter of the first virtual character from a third value to a fourth value, wherein the movement state parameter is used to indicate the movement speed of the first virtual character in the virtual scene, and the fourth value is smaller than the third value;
[0114] Method three: updating the knock-off parameter for the first virtual character according to the interactive operation, wherein, when the knock-off parameter of the first virtual character meets the numerical condition, the first virtual character is displayed flying in the virtual scene according to the preset flight trajectory.
[0115] In one embodiment, an activity state parameter of a first virtual character can be adjusted from a first value to a second value. The activity state parameter can be, but is not limited to, a character attribute and is not specifically limited herein. If the activity state parameter of the first virtual character is greater than or equal to 0, the first virtual character is determined to be active in the virtual scene, and the second value is less than the first value. For example, the health value of the first virtual character can be reduced from 60 drops of health to 40 drops of health.
[0116] In another embodiment, the movement state parameter of the first virtual character can be adjusted from a third value to a fourth value. The movement state parameter indicates the movement speed of the first virtual character in the virtual scene. The movement state parameter may include, but is not limited to, the speed of movement during attack or evasion, and is not limited thereto. The fourth value is smaller than the third value, for example, reducing the movement speed of the first virtual character from 5 m / s to 4 m / s.
[0117] In another case, can be according to interactive operation for the first virtual character update to strike back parameter, above-mentioned strike back parameter can be but not limited to after hitting above-mentioned first virtual character, indicate that above-mentioned first virtual character is struck back and moves to the distance of distance unit from original position.When the parameter of striking back of the first virtual character meets numerical condition, show that the first virtual character flies in virtual scene according to preset flight trajectory (as shown in Figure 11, right virtual character is struck back), above-mentioned numerical condition can be but not limited to reach preset threshold value, fight and arrive certain duration, the attribute value of the first virtual character or target virtual character or current virtual character arrives preset threshold value etc., do not make restriction at this.It should be noted that, can when certain strike back parameter reaches preset threshold value, strike back the first virtual character and make it fly, also can accumulate the parameter of striking back each time, after accumulating the parameter of striking back and reaching preset threshold value, strike back the first virtual character and make it fly, can also combine the parameter of striking back each time updated with different weights, calculate final parameter of striking back, compare with preset threshold value, arrive preset threshold value and strike back the first virtual character and make it fly etc., do not make specific restriction at this.
[0118] Through the above-mentioned implementation mode of the present application, the negative impact on the first virtual character can be determined by adjusting at least one of the active state parameters, moving state parameters, and knock-off state parameters. On the one hand, it can increase the challenge of the game and enable players to constantly adjust their game strategies. On the other hand, interactive operations have different impact results on virtual characters, enriching the player's control of virtual objects and the way to operate virtual characters.
[0119] In an optional embodiment, when the target virtual object among the at least one virtual object is in an activated state, before controlling the target virtual object to move according to the movement trajectory indicated by the control operation in response to the control operation on the target virtual object, the method further includes at least one of the following:
[0120] Method 1: When the number of at least one virtual object is greater than or equal to a first number, in response to a triggering operation on a target skill control, configuring a target virtual object determined from the at least one virtual object to an activated state, wherein the target skill control is used to trigger an interactive operation of the current virtual character and configure the activation state of the target virtual object;
[0121] Method 2: when the number of at least one virtual object is greater than or equal to the first number, in response to a selection operation on a target virtual object, determining to configure the target virtual object to an activated state;
[0122] In one embodiment, the first quantity can be determined as a preset value, or different first quantities can be set according to different battle stages, or the first quantity can be determined based on the attribute value of the current virtual character or the target virtual character. For example, when the health value of the current virtual character is less than 50%, the first quantity is set to 3 units, and when the health value of the current virtual character is greater than 50%, the first quantity is set to 2 units, etc., without specific limitations here. When the number of virtual objects is greater than or equal to the first number, in response to the triggering operation of the target skill control, the target virtual object determined from at least one virtual object is configured to be in an activated state, wherein the target skill control is used to trigger the interactive operation of the current virtual character and configure the activation state of the target virtual object. It should be noted that the target virtual object can be one or more, and the target virtual object can be configured to be in an activated state immediately after the number of virtual objects meets the conditions, or it can be configured to be in an activated state automatically or randomly according to the battle situation, without specific limitations here.
[0123] As an optional embodiment, for example, the first number is 3, and the number of objects of at least one virtual object is 4. After the target skill control is triggered, the virtual object closest to the enemy with the lowest health value on the current scene is determined as the target virtual object. By triggering the skill control 802 in Figure 8, the target virtual object is configured to be activated. The target virtual object in Figure 8 is virtual object 805, and the target virtual object begins to attack the enemy with the lowest health value on the current scene. Alternatively, as shown in Figure 12, the movement control 1201 and skill control 1202 for controlling the target virtual object are in an inoperable gray state, and the target virtual object cannot be selected in the current virtual scene, and the target virtual object cannot be configured to be activated. It should be noted that the operation of the target virtual object can be an interactive operation associated with the current virtual character (for example, the same operation), or it can be unrelated to the current virtual character. For example, when the current virtual character performs a stabbing operation, the target virtual object also performs a stabbing operation, or the target virtual object automatically evades a defensive attack. No specific restrictions are made here.
[0124] In another embodiment, when the number of objects of at least one virtual object is greater than or equal to the first number, in response to the selection operation of the target virtual object, it is determined that the target virtual object is configured to be in an activated state. That is to say, in this embodiment, the virtual object can be manually selected according to the battle situation and the battle strategy to determine the target virtual object, and then the above-mentioned target virtual object is configured to be in an activated state.
[0125] In this embodiment, the target virtual object is configured to be in an activated state in a variety of ways, which enriches the method of controlling the virtual object and solves the technical problem that the control method of the virtual object in the existing virtual scene control mechanism is relatively single.
[0126] In an optional embodiment, before configuring the target virtual object determined from the at least one virtual object to an activated state in response to the triggering operation on the target skill control, the steps include:
[0127] S1, in response to a control operation on a target skill control in a first control state, determining that a current virtual character triggers an interactive operation, wherein the target skill control in the first control state is used to trigger the interactive operation of the current virtual character;
[0128] S2. When the number of virtual objects is greater than or equal to the first number, the target skill control is switched from the first control state to the second control state, wherein the target skill control in the second control state is used to configure the activation state of the target virtual object.
[0129] In this embodiment, in response to the control operation of the target skill control in the first control state, such as combo, long press, sliding and other control operations, the control state can be a waiting state, a prohibited activation state, an enabled state, etc., to determine that the above-mentioned current virtual character triggers the above-mentioned interactive operation, and the target skill control in the above-mentioned first control state is used to trigger the interactive operation of the current virtual character.
[0130] When the number of virtual objects is greater than or equal to the first number, the target skill control is switched from the first control state to the second control state. The target skill control in the second control state is used to configure the activation state of the target virtual object, such as changing the attack of the target virtual object to defense, or switching the skill activation state of the target virtual object to a paused state, etc. The control can also be highlighted, grayed out, or highlighted.
[0131] Specifically, in response to the player's operation of the movement control 601 and the skill control 602 in Figure 6, the current virtual character 603 can be controlled to release the first virtual object 605 (virtual ink ball) to attack the target virtual character 604. When the number of virtual ink balls hitting the enemy reaches 4 (assuming the first number is 4), the target skill control is switched from the virtual ink ball released in the first control state to the virtual brush calligraphy released in the second control state, such as the first virtual object 1305, the second virtual object 1306, the third virtual object 1307, and the fourth virtual object 1308 in Figure 13 (that is, assuming that the 4 virtual ink balls are upgraded to 4 virtual brush calligraphy respectively at this time), so that the current virtual character can control the target skill control in the second control state to perform interactive operations, and the current virtual character 1303 operates the first virtual object 1305 "Shock" to attack the target virtual character 1304. The movement trajectory of the virtual brush calligraphy in the figure is from the position of the small-font virtual brush calligraphy "Shock" to the position of the bold and enlarged virtual brush calligraphy "Shock".
[0132] Through the above embodiments of the present application, different control states are set for the same skill control, enabling players to select different skill usage methods according to the current situation, thereby increasing the depth and strategy of the game, and increasing the difficulty of the game, so that players need more skills and strategies to cope with different situations, thereby enhancing the challenge and fun of the game, and further solving the technical problem of the relatively single control method of virtual objects in the existing virtual scene control mechanism.
[0133] In an optional embodiment, after updating the character state of the target virtual character in response to the target virtual object hitting the target virtual character, it further includes:
[0134] When the number of virtual objects displayed in the virtual scene is less than or equal to the second number, switch the target skill control from the second control state to the first control state.
[0135] In this embodiment, when the target skill control is in the first control state, in response to the triggering operation of the target skill control, release the first skill effect to the target virtual character (i.e., the above interactive operation). As shown in FIG. 5, the current virtual character 503 releases a virtual ink ball (the first skill in the first control state) to attack the target virtual character 504. And when the first skill effect hits the target virtual character 504 (the fourth virtual object 508 hits the target virtual character 504 in FIG. 5), it is determined that the interactive operation meets the interaction condition (for example, hitting 4 times meets the interaction condition). At the same time, in the virtual scene, a virtual item (i.e., the above virtual object) is displayed at the position where the target virtual character is hit, and the target skill control is adjusted to be displayed in the second control state. As shown in FIG. 13, 4 virtual ink balls are respectively upgraded to 4 virtual Chinese calligraphy characters (the first skill in the second control state);
[0136] In response to the triggering operation of the target skill control in the second control state, determine the target virtual object, for example, the virtual object 1305 in FIG. 13. Then, in response to the control operation of the target virtual object, control the target virtual object to attack the target virtual character 1304, that is, the "startled" Chinese calligraphy character (as the target virtual object) of the first virtual object 1305 in FIG. 13 hits the target virtual character 1304.
[0137] When hitting the target virtual character, restore the target skill control to the first control state, indicating that the current target skill control can only be used to release the first skill effect to attack the target virtual character, that is, adjust the attack state of the virtual Chinese calligraphy character to the attack state of the virtual ink ball.
[0138] In addition, when the first skill effect does not hit the target virtual character, the target skill control can be kept in the first control state (virtual ink ball attack state). This is just an example and no specific limitation is made.
[0139] Through the above-mentioned implementation of the present application, by switching the control state, players can operate their skills more flexibly and adapt to different game situations, thereby improving the operability and smoothness of the game, thereby solving the technical problem of the relatively single control method of virtual objects in the existing virtual scene control mechanism.
[0140] In an optional embodiment, in response to the control operation on the target virtual object, controlling the target virtual object to move according to the movement trajectory indicated by the control operation includes:
[0141] S1, in response to a trigger operation on a direction control, determining that a control operation on a target virtual object is received;
[0142] S2, obtaining a control direction determined according to the direction control, and controlling the target virtual object to move according to the control direction;
[0143] S3: When the control direction determined by the direction control is updated, the target virtual object is controlled to move according to the updated control direction.
[0144] It can be understood that in this embodiment, the trigger operation of the response direction control is responded to, and the target virtual object is controlled according to the received control operation, the control direction determined by the direction control is obtained, and the above-mentioned target virtual object is controlled to move according to the above-mentioned control direction. In addition, when the control direction determined by the above-mentioned direction control is updated, the target virtual object is controlled to move according to the updated control direction.
[0145] In an optional embodiment, in response to the control operation on the target virtual object, controlling the target virtual object to move according to the movement trajectory indicated by the control operation includes:
[0146] S1, displaying a target virtual object on a virtual ground in a virtual scene according to a first display style;
[0147] S2, in response to a triggering operation on the direction control, displaying the target virtual object in a second display style, wherein the second display style is used to indicate that the target virtual object is in an activated state;
[0148] S3, obtaining a control direction determined according to the direction control, and controlling the target virtual object displayed in the second display style to fly according to the control direction.
[0149] It can be understood that in this embodiment, the target virtual object can be displayed in a first display style on the virtual ground in the virtual scene, and then the target virtual object can be displayed in a second display style in response to the triggering operation of the direction control. The second display style is used to indicate that the target virtual object is in an activated state, and then the control direction determined according to the direction control is obtained, and according to the control direction, the target virtual object displayed in the second display style is controlled to fly. Specifically, the target virtual object can be displayed with small water droplets on the virtual ground in the virtual scene, and it can change into floating snowflakes (flying) in response to the triggering operation of the direction control, or the target virtual object can be displayed with an ink pattern on the virtual ground in the virtual scene, and it can change into flying characters in response to the triggering operation of the direction control. As shown in Figure 14, the first virtual object 1405 flies in the style of virtual characters, and no specific restrictions are made here.
[0150] Through the above-mentioned implementation of the present application, by displaying different display styles of virtual objects in different states and scenes, the entertainment and diversity of the game are enriched, thereby enhancing the player's sense of involvement and participation.
[0151] In an optional embodiment, configuring the target virtual object determined from the at least one virtual object to be in an activated state includes:
[0152] S1, obtaining a display order of at least one virtual object;
[0153] S2, determining the first displayed virtual object among the at least one virtual object as the target virtual object according to the display order;
[0154] S3, configure the target virtual object to be activated.
[0155] It can be understood that, in this embodiment, the display order of at least one virtual object is first obtained, and the above display order can be the display time order, the display position order, etc., and then the first virtual object displayed in the at least one virtual object is determined as the target virtual object according to the above display order, and then the target virtual object is configured to be activated; as an optional embodiment, when the display order is to display in chronological order, the first virtual object displayed is used as the target virtual object, and the first virtual object is set to be in an attacking state. As shown in Figure 15, the current virtual character 1503 responds to the player's control operation to control the movement control 1501 and the skill control 1502 to complete the interactive operation, such as hitting the target virtual character 1504, and each hit displays a virtual object (the first virtual object 1505, the second virtual object 1506, and the third virtual object 1507). The character on the left is the current virtual character 1503. The first virtual object 1505 in the figure is issued by the current virtual character at the first moment, and the second virtual object 1506 is issued by the current virtual character at the first moment. The character sends it out at the second moment, and the third virtual object 1507 is sent out by the current virtual character at the third moment. The first moment is the earliest time, so the target virtual object is the first virtual object 1505, or when the display order is displayed in position order, the virtual object whose virtual object position is closest to the current virtual character or the target virtual character is used as the target virtual object. As shown in Figure 16, the current virtual character 1603 controls the movement control 1601 and the skill control 1602 in response to the player's control operation to complete the interactive operation, such as hitting the target virtual character 1604. Each time a virtual object is hit, it is displayed (the first virtual object 1605, the second virtual object 1606, and the third virtual object 1607). The character on the left is the current virtual character 1603. The first virtual object 1605, the third virtual object 1607, and the second virtual object 1606 are respectively farther away from the current virtual character (L1>L3>L2). Therefore, the target virtual object is the second virtual object 1605, and the virtual object is set to be in an attacking state. No specific limitation is made here.
[0156] Through the above-mentioned implementation of the present application, the target virtual object is determined according to different methods of determining the display order of virtual objects, thereby providing players with more choices and strategies, increasing the fun and challenge of the game, and allowing players to choose different props and skills to deal with enemies or complete tasks according to different situations, thereby solving the technical problem of the relatively single control method of virtual objects in the existing virtual scene control mechanism.
[0157] In an optional embodiment, after updating the character state of the target virtual character in response to the target virtual object hitting the target virtual character, the method further includes:
[0158] S1, when the number of virtual objects remaining in the virtual scene is greater than or equal to 1, sequentially determining the remaining virtual objects as target virtual objects according to a display order;
[0159] S2, in response to a control operation on the target virtual object, displaying the target virtual object moving according to a movement trajectory indicated by the control operation;
[0160] S3: In response to the target virtual object hitting the target virtual character, updating the character state of the target virtual character.
[0161] In this embodiment, when the number of virtual objects remaining in the virtual scene is greater than or equal to 1, the remaining virtual objects can be sequentially determined as target virtual objects according to the display order. The display order can be a display time order, a display position order, etc. Furthermore, in response to a control operation on the target virtual object, the target virtual object is displayed to move according to the movement trajectory indicated by the control operation, and then in response to the target virtual object hitting the target virtual character, the character state of the target virtual character is updated. As an optional embodiment, if the number of remaining virtual objects is 3, the virtual objects with the longest display time in the virtual scene can be sequentially determined as target virtual objects, and the target virtual objects move according to the control operation. For example, in Figure 15, the first virtual object 1505, the second virtual object 1506, and the third virtual object 1507 are left. The first virtual object 1505 is sent by the current virtual character 1503 at the first moment, the second virtual object 1506 is sent by the current virtual character 1503 at the second moment, and the third virtual object 1507 is sent by the current virtual character 1503 at the third moment. The first moment is the earliest time, and the first virtual object 1507 is sent by the current virtual character 1503 at the third moment. The display time of the virtual object 1505 in the virtual scene is the longest, and the display time of the second virtual object 1506 and the third virtual object 1507 decreases successively. Therefore, at this time, the first virtual object 1505 is the target virtual character, and in response to the target virtual object hitting the target virtual character, the character state of the target virtual character is updated, such as dizziness, blood loss, etc. The virtual characters from near to far from the current virtual character or the target virtual character in the virtual scene can also be determined as target virtual characters in sequence. The target virtual character moves according to the control operation, and in response to the target virtual object hitting the target virtual character, the character state of the target virtual character is updated, such as dizziness, blood loss, etc.
[0162] In an optional embodiment, after configuring the target virtual object determined from the at least one virtual object to be in an activated state, the method further includes:
[0163] S1, when the control duration of the control operation on the target virtual object is less than a preset duration and the target virtual object hits the target virtual character, displaying state change information, wherein the state change information is used to indicate that the character state of the virtual character is updated;
[0164] S2: When the control duration of the control operation on the target virtual object is greater than or equal to the preset duration and the target virtual object has not hit the target virtual character, cancel the display of the target virtual object.
[0165] It is understandable that the above-mentioned status change information may include but is not limited to increases or decreases in character health, energy, armor, etc., changes in skill cooldown status, changes in movement speed, changes in control status such as stun, immobilization, silence, character form changes such as standing, running, etc., and no specific restrictions are made here.
[0166] When the control duration of the control operation on the target virtual object is greater than or equal to the preset duration and the target virtual object has not hit the target virtual character, the target virtual object will be cancelled. Specifically, after the control duration of the current virtual character releasing the virtual ink ball exceeds 10s and the virtual ink ball does not hit the virtual character, the virtual ink ball disappears. As shown in Figure 3, the virtual object will gradually change from black to transparent. This is only an example and no specific limitation is given.
[0167] In an optional embodiment, in response to the target virtual object hitting the target virtual character, updating the character state of the target virtual character includes:
[0168] S1, when the character state includes a character active state indicated by an active state parameter, obtaining a damage value corresponding to the target virtual object;
[0169] S2: Adjusting the active state parameter of the target virtual character from a fifth value to a sixth value according to the damage value, wherein the sixth value is smaller than the fifth value.
[0170] In this embodiment, when the character state includes the character activity state indicated by the activity state parameter, the damage value corresponding to the target virtual object is obtained, and then the activity state parameter of the target virtual character is adjusted from the fifth value to the sixth value according to the damage value. The sixth value is smaller than the fifth value. For example, the initial health of the target virtual character is 50, the damage value of the target virtual object is 10%, and the health of the target virtual character after the damage is 45. No specific restrictions are made here.
[0171] Through the above-mentioned implementation mode of the present application, the active status parameters of the target virtual character are adjusted according to the damage value, which can enrich the game's combat system, enable players to develop more diverse combat strategies, increase the depth of controlling the virtual character and the fun of combat, and make the control operation more strategic and interesting, thereby solving the technical problem of the relatively single control method of virtual objects in the existing virtual scene control mechanism.
[0172] In an optional embodiment, when the character state includes the character active state indicated by the active state parameter, obtaining the damage value corresponding to the target virtual object includes:
[0173] S1. When at least one virtual object is determined as the target virtual object in sequence, the damage values corresponding to the target virtual objects are determined respectively according to the object order matched by each target virtual object, wherein the first damage value corresponding to the target virtual object with an earlier object order is less than or equal to the second damage value corresponding to the target virtual object with a later object order.
[0174] In this embodiment, when at least one virtual object is determined as the target virtual object in sequence, the damage values corresponding to the target virtual objects are determined respectively according to the object order matched by each target virtual object. The first damage value corresponding to the target virtual object with an earlier object order is less than or equal to the second damage value corresponding to the target virtual object with a later object order. It should be noted that the object order can be obtained by matching according to a time sequence or a position sequence, that is, the object order of the target virtual objects can be determined in sequence according to the time sequence of appearance, or the object order of the target virtual objects can be determined in sequence according to the distance between the target virtual objects and the current virtual character or the target virtual character. No specific limitation is made here. It can be understood that the damage value of the first determined target virtual object is less than the damage value of the second determined target virtual object. For example, the initial health of the target virtual character is 50, the damage value of the first missile is 10, and the health after the first missile hits is 40. The damage value of the second missile is 5, and the health after the second missile hits is 35. The health after the damage is 30, and so on.
[0175] Through the above-mentioned implementation methods of the present application, the target object matching order can be set in a variety of ways, and then the damage values corresponding to the target virtual objects can be determined respectively according to the object order of each target virtual object. By setting props and skills with different damage values, the difficulty of the game is increased, thereby bringing greater challenges and excitement to the players, thereby solving the technical problem of the relatively single control method of virtual objects in the existing virtual scene control mechanism.
[0176] The following is a complete implementation process of this application with reference to Figures 17 and 18:
[0177] The following describes a common virtual missile control process of a virtual object in the present application in conjunction with FIG17 .
[0178] S1702, first skill release (current avatar triggers interactive operation), the player clicks the first skill button to control the current avatar to release the first skill, and the A frame (attack hit frame) of the flying prop ink ball appears in front of the current avatar;
[0179] S1704: Determine whether the skill hits the target. If not, execute S1704-2: The secondary virtual missile fails to take effect. That is, the A frame of the flying prop ink ball does not intersect the enemy (target virtual character) hit frame, and the enemy is determined not to have been hit. The secondary virtual missile fails to be generated, and the current round ends.
[0180] If the skill hits, execute S1706 to determine the hit count of the skill;
[0181] If this skill hits for the first time, execute S1708-1, then execute S1708-2, and generate virtual missile No. 1 at the hit location; if this skill hits for the second time, execute S1710-1, then execute S1710-2, and generate virtual missile No. 2 at the hit location; if this skill hits for the third time, execute S1712-1, then execute S1710-2, and generate virtual missile No. 3 at the hit location; continue to execute S1716, and the skill is released;
[0182] Specifically, if the A frame judgment of the flying prop ink ball intersects with the enemy's hit frame, it is determined to have hit the enemy, and the number of hits is determined at this time. If there is no secondary virtual missile on the field, this is the first hit, and a secondary virtual missile "No. 1 virtual missile" will be generated at the hit position this time; if there is already 1 secondary virtual missile on the field, this is the second hit, and a secondary virtual missile "No. 2 virtual missile" will be generated at the hit position this time; if there are already 2 secondary virtual missiles on the field, this is the third hit, and a secondary virtual missile "No. 3 virtual missile" will be generated at the hit position this time; if there are already 3 secondary virtual missiles on the field, this is the fourth hit, and a secondary virtual missile "No. 4 virtual missile" will be generated at the hit position this time; when the first three secondary virtual missiles "No. 1 virtual missile", "No. 2 virtual missile" and "No. 3 virtual missile" hit the enemy, it will be settled as the skill release is completed, and the skill settlement ends;
[0183] If this skill hits for the fourth time, execute S1714-1, then execute S1714-2, generate virtual missile No. 4 at the hit location, continue to execute S1718, release is completed, and the interactive operation triggered by the current virtual character meets the interactive condition;
[0184] Continue to execute S1720, the first skill enters the enhanced mode;
[0185] Finally, the operation ends; specifically, if the fourth secondary virtual missile "Virtual Missile No. 4" hits the enemy, the first skill enters the enhancement mode, and then the skill settlement ends.
[0186] The following describes the process of releasing enhanced skills after entering the enhanced mode with reference to FIG18:
[0187] S1802, enhancing the release of the first skill. The player clicks the first skill button to control the current virtual character to release the enhanced first skill, that is, when the virtual missile is in the activated state, in response to the control operation of the target virtual object (missile);
[0188] S1804, determine how many secondary virtual missiles remain on the field;
[0189] If there is only one remaining virtual missile, execute S1806-1, then execute S1806-2 to control virtual missile No. 4; if there are two remaining virtual missiles, execute S1808-1, then execute S1808-2 to control virtual missile No. 3; if there are three remaining virtual missiles, execute S1810-1, then execute S1810-2 to control virtual missile No. 2; if there are four remaining virtual missiles, execute S1812-1, then execute S1812-2 to control virtual missile No. 1;
[0190] Specifically, if there are four virtual missiles remaining on the field, namely "Virtual Missile No. 1", "Virtual Missile No. 2", "Virtual Missile No. 3" and "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 1" is controlled to attack the enemy; if there are three virtual missiles remaining on the field, namely "Virtual Missile No. 2", "Virtual Missile No. 3" and "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 2" is controlled to attack the enemy; if there are two virtual missiles remaining on the field, namely "Virtual Missile No. 3" and "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 3" is controlled to attack the enemy; if there is only one virtual missile remaining on the field, namely "Virtual Missile No. 4", then the secondary virtual missile "Virtual Missile No. 4" is controlled to attack the enemy;
[0191] Further, S1814 is executed to determine whether the enemy is hit; if the enemy is not hit, the operation is terminated;
[0192] If the enemy is hit, execute S1816 to cause the corresponding damage and knock the enemy away; continue to execute S1818 to determine whether it is a second-level virtual missile that knocks the enemy away; if it is a second-level virtual missile, execute S1820, the first skill returns to normal state, resets the number of hits, and ends the operation;
[0193] Specifically, a determination is made as to whether the enemy is hit. If the enemy is hit, the enemy is knocked away, and the "No. 1 virtual missile" causes the least damage. The "No. 2 virtual missile" adds a No. 3 virtual missile. The "No. 3 virtual missile" adds another virtual missile based on the previous virtual missile. The "No. 4 virtual missile" causes the most damage. After the "No. 4 virtual missile" hits the enemy, the first skill returns to its normal state and resets the number of hits for all skills. Thus, the skill release logic loop ends.
[0194] That is, in the above embodiment, as shown in FIG3 , the player controls the current virtual character to release a skill, and the current virtual character will throw a ball of ink forward. The ink ball can fly 7 meters (the maximum distance). When the ink ball reaches the maximum distance and still fails to hit the enemy, it disappears.
[0195] Then, as shown in FIG4 , when the ink ball hits the enemy, a secondary virtual missile (virtual object 401) will appear at the location where the enemy was hit. If this secondary virtual missile is the first secondary virtual missile that appears on the field, as shown in FIG5 , the first secondary virtual missile is the “first virtual object 505” (virtual missile No. 1), and the enemy will be knocked away.
[0196] Subsequently, as shown in FIG5 , each time the current virtual character's first skill hits an enemy, a second virtual missile is displayed at the hit location, and the second second virtual missile displayed on the field is “second virtual object 506” (virtual missile No. 2), the third second virtual missile is “third virtual object 507” (virtual missile No. 3), and the fourth second virtual missile is “fourth virtual object 508” (virtual missile No. 4). In this embodiment, the virtual objects are virtual missiles;
[0197] When the four virtual missiles of "No. 1 virtual missile - No. 2 virtual missile - No. 3 virtual missile - No. 4 virtual missile" are accumulated on the field, the first skill will be transformed into an enhanced first skill; when the enhanced first skill is released, the current virtual character will control the second virtual missile on the field to launch forward, and the rules for launching the second virtual missile are as follows: each time a skill is released, the player will use the direction keys to control the flight path direction of a second virtual missile, and each time a skill is released, one second virtual missile is launched, and as shown in Figure 6, the launch is carried out in the order of "No. 1 virtual missile - No. 2 virtual missile - No. 3 virtual missile - No. 4 virtual missile" (that is, "first virtual object 605 - second virtual object 606 - third virtual object 607 - fourth virtual object 608" in Figure 6). After releasing the enhanced first skill four times, all the second virtual missiles on the field will be launched, and the enhanced first skill will return to the first skill state;
[0198] Specifically, as shown in FIG6 , by moving the direction key upward, the secondary virtual missile is controlled to fly upward, and then the secondary virtual missile is controlled to hit the enemy (as shown in FIG7 ), or the secondary virtual missile disappears after the control time exceeds a certain time.
[0199] The first release of a skill enhancement is shown in FIG6 , in which there are a first virtual object 605 , a second virtual object 606 , a third virtual object 607 , and a fourth virtual object 608 . The current virtual character 603 controls the movement control 601 and the skill control 602 in response to the player's control operation to attack the target virtual character 604 , wherein the first virtual object 605 (virtual missile No. 1) hits the enemy.
[0200] Next, in response to the user triggering the skill control 602 for the second time, the current virtual character 603 is controlled to release the enhanced first skill for the second time, and the interface is switched and displayed as shown in FIG19 . In the figure, there are a first virtual object 1905, a second virtual object 1906, a third virtual object 1907, and a fourth virtual object 1908. The current virtual character 1903 controls the movement control 1901 and the skill control 1902 to attack the target virtual character 1904 in response to the player's control operation. The next secondary virtual missile "second virtual object 1906" is controlled to hit the enemy. In the figure, unreleased virtual objects are represented by solid lines, and released virtual objects are represented by dotted lines. Or after the control time exceeds a certain time, the secondary virtual missile will disappear.
[0201] Next, in response to the user triggering the skill control 1902 for the third time, the current virtual character 1903 is controlled to release the enhanced first skill for the third time, and the interface switches to display as shown in FIG20 , controlling the next secondary virtual missile "third virtual object 2007" to hit the enemy, or after the control time exceeds a certain time, the secondary virtual missile will disappear. In FIG20 , there are the first virtual object 2005, the second virtual object 2006, the third virtual object 2007, the fourth virtual object 2008, and the current virtual character 2003 controls the movement control 2001 and the skill control 2002 in response to the player's control operation to attack the target virtual character 2004;
[0202] Next, in response to the user's fourth trigger of the skill control 2002, the current virtual character 2003 is further controlled to release the enhanced first skill for the fourth time. Then, the interface switches to display as shown in Figure 21. Control the next secondary virtual missile, "Fourth Virtual Object 2108", to hit the enemy. The virtual objects that have not been released in the figure are represented by solid lines, and the released virtual objects are represented by dashed lines. Or after the control duration exceeds a certain time, the secondary virtual missile will disappear. In Figure 21, there are the First Virtual Object 2105, the Second Virtual Object 2106, the Third Virtual Object 2107, the Fourth Virtual Object 2108, and the current virtual character 2103 controls the movement control 2101 and the skill control 2102 to attack the target virtual character 2104 in response to the player's control operation. In addition, the damage caused by each secondary virtual missile hitting the enemy will gradually increase. Specifically, the damage values after the secondary virtual missile hits the enemy are: Virtual Missile No. 4 > Virtual Missile No. 3 > Virtual Missile No. 2 > Virtual Missile No. 1.
[0203] As another alternative implementation, the ink团 missile in the above example can also be a calligraphy missile. Specifically, as shown in Figure 3, the player controls the current virtual character to release the first skill, and the current virtual character will throw forward an ink团. The ink团 can fly a distance of 7M. If the ink团 does not hit the enemy after reaching the maximum distance, it will disappear;
[0204] Then, as shown in Figure 11, when the ink团 hits the enemy, a virtual calligraphy character will appear at the position where the enemy is hit. If this virtual calligraphy character is the first virtual calligraphy character (Virtual Object 1101) to appear on the field, then this virtual object is the virtual calligraphy character "惊", and at the same time the enemy will be knocked into the air;
[0205] Subsequently, every time the current virtual character's first skill hits the enemy, a virtual object will be displayed at the hit position, and the second virtual calligraphy character displayed on the field is "鸿", the third virtual calligraphy character is "之", and the fourth virtual calligraphy character is "笔". As shown in Figure 22, there are the First Virtual Object 2205, the Second Virtual Object 2206, the Third Virtual Object 2207, the Fourth Virtual Object 2208, and the current virtual character 2203 controls the movement control 2201 and the skill control 2202 to attack the target virtual character 2204, and the Fourth Virtual Object 2208 (the virtual calligraphy character "笔" hits the target virtual character 2204);
[0206] When the four characters "惊 - 鸿 - 之 - 笔" are accumulated on the field, the first skill will become the enhanced first skill;
[0207] Release the enhanced first skill, and the current virtual character will control the virtual calligraphy characters on the field to be launched forward. The rules for launching virtual calligraphy characters are as follows: Each time the skill is released, the player will control the flight path direction of a virtual calligraphy character through the direction keys (the specific control method is shown in Figure 13). Each time the skill is released, 1 virtual calligraphy character will be launched, and they will be launched in the order of "startling - graceful - stroke - of - the - pen", as shown in Figure 13. There are the first virtual object 1305, the second virtual object 1306, the third virtual object 1307, and the fourth virtual object 1308. The current virtual character 1303 controls the movement control 1301 and the skill control 1302 to attack the target virtual character 1304 in response to the player's control operation. After releasing the enhanced first skill 4 times, all the virtual calligraphy characters on the field will be launched, and the enhanced first skill will return to the state of the first skill;
[0208] Specifically, as shown in Figure 13, move the direction key upward to control the virtual calligraphy character to fly upward. Then, as shown in Figure 14, move the direction key to the right again during the flight of the virtual calligraphy character to control the virtual calligraphy character to fly to the right. Finally, as shown in Figure 23, control the movement control 2301 in real - time to control the virtual calligraphy character to hit the enemy. In Figure 14, there are the first virtual object 1405, the second virtual object 1406, the third virtual object 1407, the fourth virtual object 1408, and the current virtual character 1403 controls the movement control 1401 and the skill control 1402 to attack the target virtual character 1404 in response to the player's control operation;
[0209] In Figure 23, there are the first virtual object 2305, the second virtual object 2306, the third virtual object 2307, the fourth virtual object 2308, and the current virtual character 2303 controls the movement control 2301 and the skill control 2302 to attack the target virtual character 2304. Or after the control duration exceeds a certain time, the virtual calligraphy character will disappear. When the enhanced first skill is released for the first time, as shown in Figure 23, there are virtual calligraphy characters "startling", "graceful", "stroke", and "of - the - pen" in Figure 23. Among them, the virtual calligraphy character "startling" (the first virtual object 2305) hits the enemy, and the current virtual character 2303 controls the movement control 2301 and the skill control 2302 to hit the target virtual character 2304 in response to the player's control operation;
[0210] Next, in response to the user's second trigger of the skill control 2302, the current virtual character 2303 is further controlled to release the enhanced first skill for the second time, and then the interface switches to display as shown in FIG. 24 (when the enhanced first skill is released for the second time, the next second virtual object 2406, i.e., the virtual Chinese character "Hong" of the writing brush, is controlled to hit the enemy. The virtual objects that have not been released in the figure are represented in the form of Chinese characters written with a writing brush. The released virtual Chinese characters written with a writing brush are shown as being surrounded by a dotted line, or after the control duration exceeds a certain time, the virtual Chinese characters written with a writing brush will disappear). In FIG. 24, there are a first virtual object 2405, a second virtual object 2406, a third virtual object 2407, a fourth virtual object 2408, and the current virtual character 2403 controls the movement control 2401 and the skill control 2402 to attack the target virtual character 2404 in response to the player's control operation;
[0211] Next, in response to the user's third trigger of the skill control 2402, the current virtual character 2403 is further controlled to release the enhanced first skill for the third time, and then the interface switches to display as shown in FIG. 25 (when the enhanced first skill is released for the third time, the next third virtual object 2507, i.e., the virtual Chinese character "Zhi" of the writing brush, is further controlled to hit the enemy, or after the control duration exceeds a certain time, the virtual Chinese character written with a writing brush will disappear). In FIG. 25, there are a first virtual object 2505, a second virtual object 2506, a third virtual object 2507, a fourth virtual object 2508, and the current virtual character 2503 controls the movement control 2501 and the skill control 2502 to attack the target virtual character 2504 in response to the player's control operation;
[0212] Next, in response to the user's fourth trigger of the skill control 2502, the current virtual character 2503 is further controlled to release the enhanced first skill for the fourth time, and then the interface switches to display as shown in FIG. 26 (when the enhanced first skill is released for the fourth time, the next fourth virtual object 2608, i.e., the virtual Chinese character "Bi" of the writing brush, is controlled to hit the enemy. The virtual objects that have not been released in the figure are represented in the form of Chinese characters written with a writing brush. The released virtual Chinese characters written with a writing brush are shown as being surrounded by a dotted line, or after the control duration exceeds a certain time, the virtual Chinese characters written with a writing brush will disappear). In FIG. 26, there are a first virtual object 2605, a second virtual object 2606, a third virtual object 2607, a fourth virtual object 2608, and the current virtual character 2603 controls the movement control 2601 and the skill control 2602 to attack the target virtual character 2604. The damage caused by each virtual Chinese character written with a writing brush hitting the enemy will gradually increase. The specific damage value after the virtual Chinese character written with a writing brush hits the enemy is: Bi > Zhi > Hong > Jing.
[0213] In another optional embodiment, in the above-mentioned virtual scene including a target virtual character (enemy hero) in a different character camp from the current virtual character, and a reference virtual character (friendly hero) in the same character camp as the current virtual character, the current virtual character fights against enemy A (target virtual character), the current virtual character releases skill X, and enemy A releases skill Y. When the skill trajectories of skill X and skill Y intersect, a virtual object (such as a virtual balloon) is displayed at the intersection. The interaction condition can be that when the number of displayed virtual balloons reaches 3, the three virtual balloons are transformed into three virtual bombs in turn, and a skill control is selected to activate the virtual bomb to attack the target virtual character. Each virtual bomb attacks (explodes) the nearest reference virtual character or enemy A, and the damage value of the first virtual bomb generated is greater than the damage value of the second virtual bomb, which is greater than the damage value of the third virtual bomb. This is only an example and is not specifically limited.
[0214] Through the above-mentioned implementation mode of the present application, after the virtual object in the ordinary skill is released and the conditions for releasing the enhanced skill are met, the enhanced skill is triggered to release the virtual object to interact with other virtual characters, and virtual objects of different orders in the enhanced skill correspond to different damage values, thereby controlling the virtual object to cause different effects on other virtual characters, thereby realizing a new virtual object control method and solving the technical problem that the existing virtual scene control mechanism has a relatively single virtual object control method.
[0215] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.
[0216] According to another aspect of the embodiments of the present application, a virtual object control device for implementing the above-mentioned virtual object control method is also provided. As shown in FIG27 , the device includes:
[0217] A first display unit 2702 is configured to display a target virtual character interacting with the current virtual character in a virtual scene;
[0218] The second display unit 2704 is configured to display at least one virtual object at an interactive key position associated with the interactive operation in the virtual scene when the interactive operation triggered by the current virtual character satisfies the interactive condition;
[0219] a control unit 2706 for controlling, in response to a control operation on at least one of the target virtual objects, the target virtual object to move along a movement trajectory indicated by the control operation, when the target virtual object is in an activated state;
[0220] The determining unit 2708 is configured to update the character state of the target virtual character in response to the target virtual object hitting the target virtual character.
[0221] As an optional solution, the control device for the virtual object further includes: a first determination unit, configured to, when the interactive operation triggered by the current virtual character hits the first virtual character, determine that the interactive operation triggered by the current virtual character satisfies the interactive condition, and display at least one virtual object at the character position where the first virtual character is located, wherein the interactive key position includes the character position where the first virtual character is located; configured to, when the interactive operation triggered by the current virtual character generates a defense against an attack operation triggered by the second virtual character, determine that the interactive operation triggered by the current virtual character satisfies the interactive condition, and display at least one virtual object at the character position where the current virtual character is located, wherein the interactive key position includes the character position where the current virtual character is located; and, when a first operation trajectory of the interactive operation triggered by the current virtual character intersects a second operation trajectory of the interactive operation triggered by a third virtual character, determine that the interactive operation triggered by the current virtual character satisfies the interactive condition, and display at least one virtual object at a position corresponding to a point of intersection between the first operation trajectory and the second operation trajectory, wherein the interactive key position includes the position corresponding to the point of intersection.
[0222] As an optional solution, the above-mentioned first determination unit is also used to: when the above-mentioned interactive operation is a skill operation, determine the first object type of the above-mentioned virtual object according to the skill trajectory display style corresponding to the above-mentioned skill operation; display the above-mentioned virtual object of the above-mentioned first object type at the above-mentioned interactive key position; when the above-mentioned interactive operation is an attack operation, determine the second object type of the above-mentioned virtual object according to the character display style of the above-mentioned current virtual character; and display the above-mentioned virtual object of the above-mentioned second object type at the above-mentioned interactive key position.
[0223] As an optional solution, the above-mentioned first determination unit is also used to: in the case that the above-mentioned interactive operation is a skill operation, in response to the triggering operation of the above-mentioned skill operation, obtain the skill trajectory direction of the above-mentioned skill operation; with the character position of the above-mentioned current virtual character as the starting position, dynamically display the skill trajectory of the above-mentioned skill operation according to the above-mentioned skill trajectory direction; if the trajectory length of the above-mentioned skill trajectory that has been displayed is less than or equal to the preset distance, and the above-mentioned skill trajectory that has been displayed reaches the character position of the above-mentioned first virtual character, determine that the above-mentioned interactive operation triggered by the above-mentioned current virtual character hits the above-mentioned first virtual character; if the above-mentioned trajectory length of the above-mentioned skill trajectory that has been displayed is equal to the above-mentioned preset distance, and the above-mentioned skill trajectory that has been displayed has not reached the character position of the above-mentioned first virtual character, cancel the display of the above-mentioned skill trajectory.
[0224] As an optional solution, the first determining unit is configured to cancel display of the skill trajectory according to a target dynamic style.
[0225] As an optional solution, the above-mentioned first determination unit also includes: a first determination module, which is used to determine whether the above-mentioned first virtual character and the above-mentioned current virtual character are in the same character camp, and to determine whether the above-mentioned first virtual character has a gain effect on the above-mentioned first virtual character; if the above-mentioned first virtual character and the above-mentioned current virtual character are in different character camps, it is used to determine whether the above-mentioned first virtual character has a negative effect on the above-mentioned first virtual character.
[0226] As an optional solution, the above-mentioned first determination unit also includes: a first adjustment unit, used to adjust the active state parameter of the above-mentioned first virtual character from a first value to a second value, wherein, when the above-mentioned active state parameter of the above-mentioned first virtual character is greater than or equal to 0, it is determined that the above-mentioned first virtual character is in an active state in the above-mentioned virtual scene, and the above-mentioned second value is less than the above-mentioned first value; adjusting the movement state parameter of the above-mentioned first virtual character from a third value to a fourth value, wherein the above-mentioned movement state parameter is used to indicate the movement speed of the above-mentioned first virtual character in the above-mentioned virtual scene, and the above-mentioned fourth value is less than the above-mentioned third value; updating the knock-off parameter for the above-mentioned first virtual character according to the above-mentioned interactive operation, wherein, when the above-mentioned knock-off parameter of the above-mentioned first virtual character meets the numerical condition, the above-mentioned first virtual character is displayed flying in the above-mentioned virtual scene according to a preset flight trajectory.
[0227] As an optional solution, the above-mentioned first display unit 2702 also includes: a second adjustment unit, which is used to configure the above-mentioned target virtual object determined from the at least one above-mentioned virtual object to the above-mentioned activation state in response to a triggering operation on the target skill control when the number of objects of at least one above-mentioned virtual object is greater than or equal to the first number, wherein the above-mentioned target skill control is used to trigger the above-mentioned interactive operation of the above-mentioned current virtual character and configure the above-mentioned activation state of the above-mentioned target virtual object; when the number of objects of at least one above-mentioned virtual object is greater than or equal to the above-mentioned first number, in response to a selection operation on the above-mentioned target virtual object, determine to configure the above-mentioned target virtual object to the activation state.
[0228] As an optional solution, the above-mentioned second adjustment unit also includes: a first adjustment module, used to determine that the above-mentioned current virtual character triggers the above-mentioned interactive operation in response to the control operation of the above-mentioned target skill control in the first control state, wherein the above-mentioned target skill control in the above-mentioned first control state is used to trigger the above-mentioned interactive operation of the above-mentioned current virtual character; when the number of the above-mentioned virtual objects is greater than or equal to the above-mentioned first number, the above-mentioned target skill control is switched from the above-mentioned first control state to the second control state, wherein the above-mentioned target skill control in the above-mentioned second control state is used to configure the above-mentioned activation state of the above-mentioned target virtual object.
[0229] As an optional solution, the above-mentioned second adjustment unit also includes: a switching module, which is used to switch the above-mentioned target skill control from the above-mentioned second control state to the above-mentioned first control state when the number of objects of at least one of the above-mentioned virtual objects displayed in the above-mentioned virtual scene is less than or equal to the second number.
[0230] As an optional solution, the above-mentioned control unit 2706 also includes: a first control unit, used to determine that the above-mentioned control operation on the above-mentioned target virtual object is received in response to the trigger operation of the direction control; obtain the control direction determined according to the above-mentioned direction control, and control the above-mentioned target virtual object to move according to the above-mentioned control direction; when the above-mentioned control direction determined by the above-mentioned direction control is updated, control the above-mentioned target virtual object to move according to the updated control direction.
[0231] As an optional solution, the above-mentioned control unit 2706 also includes: a second control unit, used to display the above-mentioned target virtual object in a first display style on the virtual ground in the above-mentioned virtual scene; in response to a triggering operation on the direction control, display the above-mentioned target virtual object in a second display style, wherein the above-mentioned second display style is used to indicate that the above-mentioned target virtual object is in the above-mentioned activation state; obtain a control direction determined according to the above-mentioned direction control, and control the above-mentioned target virtual object displayed in the above-mentioned second display style to fly according to the above-mentioned control direction.
[0232] As an optional solution, the above-mentioned first display unit 2702 also includes: a first display module, used to obtain the display order of at least one of the above-mentioned virtual objects; determine the first displayed virtual object among the at least one above-mentioned virtual objects as the above-mentioned target virtual object according to the above-mentioned display order; and configure the above-mentioned target virtual object to the above-mentioned activation state.
[0233] As an optional solution, the above-mentioned control unit 2706 also includes: a third control unit, which is used to determine the remaining virtual objects as the above-mentioned target virtual objects in sequence according to the above-mentioned display order when the number of the above-mentioned virtual objects remaining in the above-mentioned virtual scene is greater than or equal to 1; in response to the control operation on the above-mentioned target virtual object, control the above-mentioned target virtual object to move according to the movement trajectory indicated by the above-mentioned control operation; in response to the above-mentioned target virtual object hitting the above-mentioned target virtual character, update the above-mentioned character state of the above-mentioned target virtual character.
[0234] As an optional solution, the first unit further includes: a second display module, configured to display status change information when the control duration of the control operation on the target virtual object is less than a preset duration and the target virtual object hits the target virtual character, wherein the status change information is used to indicate that the character status of the virtual character is updated; and to cancel the display of the target virtual object when the control duration of the control operation on the target virtual object is greater than or equal to the preset duration and the target virtual object has not hit the target virtual character.
[0235] As an optional solution, the above-mentioned first unit also includes: a third display module, which is used to obtain the damage value corresponding to the above-mentioned target virtual object when the above-mentioned character state includes the character activity state indicated by the activity state parameter; and adjust the activity state parameter of the above-mentioned target virtual character from the fifth value to the sixth value according to the above-mentioned damage value, wherein the above-mentioned sixth value is smaller than the above-mentioned fifth value.
[0236] As an optional solution, the above-mentioned first unit also includes: a fourth display module, which is used to determine the damage values corresponding to the above-mentioned target virtual objects according to the object order matched by the above-mentioned target virtual objects when at least one of the above-mentioned virtual objects is determined as the above-mentioned target virtual objects in sequence, wherein the first damage value corresponding to the above-mentioned target virtual objects with the earlier object order is less than or equal to the second damage value corresponding to the above-mentioned target virtual objects with the later object order.
[0237] Optionally, in this embodiment, the embodiments to be implemented by the above-mentioned various unit modules can refer to the above-mentioned various method embodiments, which will not be repeated here.
[0238] According to another aspect of an embodiment of the present application, an electronic device for implementing the above-mentioned virtual object control method is also provided. The electronic device may be a terminal device or a server as shown in Figure 28. This embodiment is described using the electronic device as an example of a terminal device. As shown in Figure 28, the electronic device includes a memory 2802 and a processor 2804. The memory 2802 stores a computer program, and the processor 2804 is configured to execute the steps in any of the above-mentioned method embodiments through the computer program.
[0239] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
[0240] Optionally, in this embodiment, the processor may be configured to execute the virtual object control method provided in the aforementioned embodiment through a computer program.
[0241] Alternatively, those skilled in the art will appreciate that the structure shown in FIG28 is merely illustrative, and the electronic device may also be a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile internet device (MID), a PAD, or other terminal device. FIG28 does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as a network interface, etc.) than those shown in FIG28 , or may have a configuration different from that shown in FIG28 .
[0242] Memory 2802 can be used to store software programs and modules, such as program instructions / modules corresponding to the virtual object control method and device in the embodiments of the present application. Processor 2804 executes the software programs and modules stored in memory 2802 to perform various functional applications and data processing, thereby implementing the aforementioned virtual object control method. Memory 2802 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, memory 2802 may further include memory remotely located from processor 2804, which can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 2802 can specifically, but is not limited to, be used to store information such as various elements in a scene image and control information for virtual objects. As an example, as shown in FIG. 28 , memory 2802 may, but is not limited to, include the first display unit 2702, the second display unit 2704, the control unit 2706, and the determination unit 2708 of the aforementioned virtual object control device. In addition, it may also include but is not limited to other module units in the control device of the above-mentioned virtual object, which will not be repeated in this example.
[0243] Optionally, the transmission device 2806 is used to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one embodiment, the transmission device 2806 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 2806 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0244] In addition, the electronic device further includes: a display 2808 for displaying a virtual scene in an interface; and a connection bus 2810 for connecting various module components in the electronic device.
[0245] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes through network communication. The nodes may form a peer-to-peer (P2P) network, and any computing device, such as a server, terminal, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
[0246] According to one aspect of the present application, a computer program product is provided, comprising a computer program containing program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via a communication component and / or installed from a removable medium. When the computer program is executed by a central processing unit, the various functions provided in the embodiments of the present application are performed.
[0247] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0248] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned virtual object control method.
[0249] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for executing the virtual object control method provided in the aforementioned embodiment.
[0250] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0251] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the above-mentioned methods in each embodiment of the present application.
[0252] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0253] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the above-mentioned units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0254] The units described above as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0255] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0256] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. A method for controlling a virtual object, the method being executed by an electronic device, comprising: Displaying a target virtual character that interacts with the current virtual character in a virtual scene; When the interactive operation triggered by the current virtual character satisfies an interactive condition, displaying at least one virtual object at an interactive key position associated with the interactive operation in the virtual scene; When a target virtual object among at least one of the virtual objects is in an activated state, in response to a control operation on the target virtual object, controlling the target virtual object to move according to a movement trajectory indicated by the control operation; In response to the target virtual object hitting the target virtual character, the character state of the target virtual character is updated.
2. The method according to claim 1, wherein, when the interactive operation triggered by the current virtual character satisfies an interactive condition, displaying at least one virtual object at an interactive key position associated with the interactive operation in the virtual scene comprises at least one of the following: In the case where the interactive operation triggered by the current virtual character hits the first virtual character, determining that the interactive operation triggered by the current virtual character meets the interactive condition, and displaying at least one virtual object at the character position of the first virtual character, wherein: The interactive key position includes the character position where the first virtual character is located; In a case where the interactive operation triggered by the current virtual character generates a defense against the attack operation triggered by the second virtual character, determining that the interactive operation triggered by the current virtual character satisfies the interactive condition, and displaying at least one virtual object at the character position where the current virtual character is located, wherein the interactive key position includes the character position where the current virtual character is located; When the first operation trajectory of the interactive operation triggered by the current virtual character intersects the second operation trajectory of the interactive operation triggered by the third virtual character, it is determined that the interactive operation triggered by the current virtual character meets the interaction condition, and at least one virtual object is displayed at a position corresponding to the intersection of the first operation trajectory and the second operation trajectory, wherein the interaction key position includes the position corresponding to the trajectory intersection.
3. The method according to claim 2, wherein displaying at least one virtual object at an interactive key position associated with the interactive operation in the virtual scene comprises at least one of the following: In a case where the interactive operation is a skill operation, determining a first object type of the virtual object according to a skill trajectory display style corresponding to the skill operation; and displaying the virtual object of the first object type at the interactive key position; In a case where the interactive operation is an attack operation, determining a second object type of the virtual object according to a character display style of the current virtual character; The virtual object of the second object type is displayed at the interaction key position.
4. The method according to claim 2 or 3, wherein, when the interactive operation triggered by the current virtual character hits a first virtual character, determining that the interactive operation triggered by the current virtual character satisfies the interactive condition and before displaying at least one virtual object at the position of the first virtual character, further comprises: In a case where the interactive operation is a skill operation, in response to a triggering operation of the skill operation, obtaining a skill trajectory direction of the skill operation; Taking the position of the current virtual character as the starting position, dynamically displaying the skill trajectory of the skill operation in the direction of the skill trajectory; If the length of the displayed skill trajectory is less than or equal to a preset distance, and the displayed skill trajectory reaches the position of the first virtual character, it is determined that the interactive operation triggered by the current virtual character hits the first virtual character; If the track length of the displayed skill track is equal to the preset distance and the displayed skill track does not reach the character position of the first virtual character, the skill track is canceled from being displayed.
5. The method according to claim 4, wherein canceling the display of the skill track comprises: Suppresses the display of the skill track in the targeted animation style.
6. The method according to any one of claims 2 to 5, wherein when the interactive operation triggered by the current virtual character hits a first virtual character, determining that the interactive operation triggered by the current virtual character satisfies the interactive condition and displaying at least one virtual object at the position of the first virtual character, further comprising: If the first virtual character and the current virtual character are in the same character camp, determining to cause a gain effect on the first virtual character; If the first virtual character and the current virtual character are in different character camps, it is determined that a negative effect is caused to the first virtual character.
7. The method according to claim 6, wherein if the first virtual character and the current virtual character are in different character camps, determining that a negative effect is caused to the first virtual character comprises at least one of the following: The activity state parameter of the first virtual character is adjusted from a first value to a second value, wherein: When the activity state parameter of the first virtual character is greater than or equal to 0, determining that the first virtual character is in an active state in the virtual scene, and the second value is less than the first value; adjusting a movement state parameter of the first virtual character from a third value to a fourth value, wherein the movement state parameter is used to indicate a movement speed of the first virtual character in the virtual scene, and the fourth value is smaller than the third value; The knock-off parameter of the first virtual character is updated according to the interactive operation, wherein, when the knock-off parameter of the first virtual character meets a numerical condition, the first virtual character is displayed flying in the virtual scene according to a preset flight trajectory.
8. The method according to any one of claims 1 to 7, wherein, when a target virtual object among at least one of the virtual objects is in an activated state, before responding to a control operation on the target virtual object and controlling the target virtual object to move according to a movement trajectory indicated by the control operation, the method further comprises at least one of the following: In a case where the number of objects of at least one of the virtual objects is greater than or equal to a first number, in response to a triggering operation on a target skill control, the target virtual object determined from the at least one virtual object is configured to the activation state, wherein, The target skill control is used to trigger the interactive operation of the current virtual character and configure the activation state of the target virtual object; In a case where the number of at least one of the virtual objects is greater than or equal to the first number, in response to a selection operation on the target virtual object, it is determined to configure the target virtual object to an activated state.
9. The method according to claim 8, before configuring the target virtual object determined from the at least one virtual object to the activated state in response to a triggering operation on the target skill control, comprising: In response to a control operation on the target skill control in a first control state, determining that the current virtual character triggers the interactive operation, wherein the target skill control in the first control state is used to trigger the interactive operation of the current virtual character; When the number of virtual objects is greater than or equal to the first number, the target skill control is switched from the first control state to the second control state, wherein the target skill control in the second control state is used to configure the activation state of the target virtual object.
10. The method according to claim 9, after updating the character state of the target virtual character in response to the target virtual object hitting the target virtual character, further comprising: When the number of at least one virtual object displayed in the virtual scene is less than or equal to a second number, the target skill control is switched from the second control state to the first control state.
11. The method according to claim 8, wherein configuring the target virtual object determined from at least one of the virtual objects to be in the activated state comprises: Obtaining a display order of at least one of the virtual objects; determining the first displayed virtual object among the at least one virtual object as the target virtual object according to the display order; The target virtual object is configured to be in the activated state.
12. The method according to claim 11, after updating the character state of the target virtual character in response to the target virtual object hitting the target virtual character, further comprising: When the number of the virtual objects remaining in the virtual scene is greater than or equal to 1, determining the remaining virtual objects as the target virtual objects in sequence according to the display order; In response to a control operation on the target virtual object, displaying the target virtual object moving according to a movement trajectory indicated by the control operation; In response to the target virtual object hitting the target virtual character, the character state of the target virtual character is updated.
13. The method according to claim 8, further comprising: after configuring the target virtual object determined from at least one of the virtual objects to the activated state; When the control duration of the control operation on the target virtual object is less than a preset duration and the target virtual object hits the target virtual character, displaying state change information, wherein the state change information is used to indicate that the character state of the virtual character is updated; When the control duration of the control operation on the target virtual object is greater than or equal to the preset duration and the target virtual object has not hit the target virtual character, the target virtual object is canceled from being displayed.
14. The method according to any one of claims 1 to 13, wherein, in response to a control operation on the target virtual object, controlling the target virtual object to move according to a movement trajectory indicated by the control operation comprises: In response to a trigger operation on a direction control, determining that the control operation on the target virtual object is received; Acquire a control direction determined according to the direction control, and control the target virtual object to move according to the control direction; When the control direction determined by the direction control is updated, the target virtual object is controlled to move according to the updated control direction.
15. The method according to any one of claims 1 to 13, wherein, in response to a control operation on the target virtual object, controlling the target virtual object to move according to a movement trajectory indicated by the control operation comprises: Displaying the target virtual object on a virtual ground in the virtual scene in a first display style; In response to a triggering operation on a direction control, displaying the target virtual object in a second display style, wherein the second display style is used to indicate that the target virtual object is in the activated state; A control direction determined according to the direction control is acquired, and according to the control direction, the target virtual object displayed in the second display style is controlled to fly.
16. The method according to any one of claims 1 to 15, wherein in response to the target virtual object hitting the target virtual character, updating the character state of the target virtual character comprises: When the character state includes a character active state indicated by an active state parameter, obtaining a damage value corresponding to the target virtual object; The active state parameter of the target virtual character is adjusted from a fifth value to a sixth value according to the damage value, wherein the sixth value is smaller than the fifth value.
17. The method according to claim 16, wherein when the character state includes a character active state indicated by an active state parameter, obtaining a damage value corresponding to the target virtual object comprises: In the case where at least one of the virtual objects is determined as the target virtual object in sequence, the damage values corresponding to the target virtual objects are determined respectively according to the object order matched by the target virtual objects, wherein the first damage value corresponding to the target virtual object with the earlier object order is less than or equal to the second damage value corresponding to the target virtual object with the later object order.
18. A device for controlling a virtual object, the device being deployed on an electronic device, comprising: A first display unit is used to display a target virtual character interacting with the current virtual character in a virtual scene; a second display unit, configured to display at least one virtual object at an interactive key position associated with the interactive operation in the virtual scene when the interactive operation triggered by the current virtual character satisfies an interactive condition; a control unit, configured to, when a target virtual object among at least one of the virtual objects is in an activated state, respond to a control operation on the target virtual object and control the target virtual object to move according to a movement trajectory indicated by the control operation; The determining unit is configured to update a character state of the target virtual character in response to the target virtual object hitting the target virtual character.
19. A computer-readable storage medium comprising a stored computer program, wherein: When the computer program is executed, the method according to any one of claims 1 to 17 is executed.
20. A computer program product comprising a computer program, which, when executed by a processor, implements the steps of the method according to any one of claims 1 to 17.
21. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the method according to any one of claims 1 to 17 through the computer program.
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