Virtual object control method and apparatus, storage medium and electronic device
By displaying and controlling the movement trajectory of virtual objects in a virtual scene, the problem of limited control methods for virtual objects is solved, thus improving the interactivity and immersion of the game.
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
- 2025-10-16
AI Technical Summary
The current methods for controlling virtual objects in virtual scenarios are relatively simple, which affects the user's experience in controlling virtual objects and the battle process.
Display the target virtual character that interacts with the current virtual character in the virtual scene, and display at least one virtual object when the interaction conditions are met. Control the movement trajectory of the target virtual object in response to the control operation, and update the state of the target virtual character.
The new control method increases the game's playability and fun, provides more operational options and challenges, enhances the game's depth and strategy, and improves the player's gaming experience.
Smart Images

Figure CN2025070515_16102025_PF_FP_ABST
Abstract
Description
Method and apparatus for controlling virtual object, storage medium and electronic device
[0001] The present application claims priority to the Chinese patent application No. 202410137691.3, filed on January 30, 2024, and entitled "Method and apparatus for controlling virtual object, storage medium and electronic device", the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD
[0002] The present application relates to the field of computers, in particular to a virtual object control technology. BACKGROUND
[0003] In the current virtual scene, there are usually multiple virtual characters of different camps, representing different types of identities, and each having different skills. A user can achieve battle modes such as close combat, long-range attack, and control attack by controlling virtual objects. Specifically, a virtual character controls a virtual object to complete a skill cast, and the skill props disappear after reaching the farthest distance or hitting another virtual character, i.e., the virtual character completes the control of the virtual object.
[0004] Therefore, in the related art, the process of a virtual character controlling a virtual object to complete an interactive operation in a game is usually as follows: first, a player selects a corresponding skill in the game and triggers the use, then the character starts to make corresponding preparation actions, the character releases the skill, and finally the game system makes a hit determination to determine whether the skill hits the target. If the skill hits the target, the game system will calculate the damage according to the skill attribute and the target attribute to determine the damage amount, and the control operation is completed. The above process is relatively single in the control operation of the virtual object and the control operation of the virtual object is limited, which affects the user's experience in controlling the virtual object and the battle process. That is, the related art virtual scene control mechanism has the technical problem that the control method of the virtual object is relatively single.
[0005] At present, there is no effective solution to the above problems. SUMMARY
[0006] The embodiments of the present application provide a virtual object control method and apparatus, a storage medium and an electronic device to at least solve the technical problem that the control method of the virtual object is relatively single in the related art.
[0007] According to an aspect of an embodiment of the present application, a virtual object control method is provided. The method is performed by an electronic device and includes: displaying a target virtual character interacting with a current virtual character in a virtual scene; displaying at least one virtual object at an interaction key position associated with an interaction operation triggered by the current virtual character in the virtual scene, in a case where the interaction operation triggered by the current virtual character meets an interaction condition; controlling the target virtual object to move according to a movement track indicated by a control operation on the target virtual object, in a case where the target virtual object of the at least one virtual object is in an active state; and updating a 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 apparatus is provided. The apparatus is deployed on an electronic device and includes: a first display unit configured to display a target virtual character interacting with a current virtual character in a virtual scene; a second display unit configured to display at least one virtual object at an interaction key position associated with an interaction operation triggered by the current virtual character in the virtual scene, in a case where the interaction operation triggered by the current virtual character meets an interaction condition; a control unit configured to control the target virtual object to move according to a movement track indicated by a control operation on the target virtual object, in a case where the target virtual object of the at least one virtual object is in an active state; and a determination unit configured to update a character state of the target virtual character, in response to the target virtual object hitting the target virtual character.
[0009] According to yet another aspect of an embodiment of the present application, a computer readable storage medium is provided. The computer readable storage medium stores a computer program. The computer program is configured to perform the virtual object control method when the computer program is executed.
[0010] According to yet another aspect of an embodiment of the present application, a computer program product is provided. The computer program product includes 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. The processor executes the computer program, so that the computer device performs the virtual object control method.
[0011] According to yet another aspect of an embodiment of the present application, an electronic device is provided. The electronic device includes a memory and a processor. The memory stores a computer program. The processor is configured to perform the virtual object control method by using the computer program.
[0012] In the embodiment of the present application, the target virtual character interacting with the current virtual character in the virtual scene is displayed, and a stage of interaction operation is triggered by the current virtual character. In the case that the interaction operation triggered by the current virtual character meets the interaction condition, at least one virtual object associated with the interaction operation is displayed at the interaction key position in the virtual scene, and the at least one virtual object is a new controllable virtual object, so as to trigger the next stage. In the case that the target virtual object in the at least one virtual object is in an active state, the target virtual object is controlled according to the control operation, and the target virtual object moves according to the movement track 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, so as to realize the interaction operation between the virtual characters through the controllable virtual object. The present application provides a control method of a virtual object, that is, the target virtual object is controlled in the case that the interaction operation triggered by the current virtual character meets the interaction condition and the target virtual object in the at least one virtual object is in the active state, so as to realize the control of the virtual object through a new control method, i.e., a two-stage triggering method, and solve the technical problem of the single control method of the virtual object in the virtual scene control mechanism of the related art. BRIEF DESCRIPTION OF DRAWINGS
[0013] The accompanying drawings, which are included to provide a further understanding of the present application and are incorporated in and constitute a part of this application, illustrate embodiments of the present application and serve to explain the present application. In the drawings:
[0014] FIG. 1 is a schematic diagram of a hardware environment of an optional control method of a virtual object according to an embodiment of the present application;
[0015] FIG. 2 is a flowchart of an optional control method of a virtual object according to an embodiment of the present application;
[0016] FIG. 3 is a schematic diagram of an optional control method of a virtual object according to an embodiment of the present application;
[0017] FIG. 4 is a schematic diagram of another optional control method of a virtual object according to an embodiment of the present application;
[0018] FIG. 5 is a schematic diagram of still another optional control method of a virtual object according to an embodiment of the present application;
[0019] FIG. 6 is a schematic diagram of still another optional control method of a virtual object according to an embodiment of the present application;
[0020] FIG. 7 is a schematic diagram of still another optional control method of a virtual object according to an embodiment of the present application;
[0021] FIG. 8 is a schematic diagram of an optional display method of a virtual object according to an embodiment of the present application;
[0022] FIG. 9 is a schematic diagram of another optional display method of a virtual object according to an embodiment of the present application;
[0023] FIG. 10 is a schematic diagram of yet another optional display method of a virtual object according to an embodiment of the present application;
[0024] FIG. 11 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0025] FIG. 12 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0026] FIG. 13 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0027] FIG. 14 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0028] FIG. 15 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0029] FIG. 16 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0030] FIG. 17 is a flowchart of another optional control method of a virtual object according to an embodiment of the present application;
[0031] FIG. 18 is a flowchart of yet another optional control method of a virtual object according to an embodiment of the present application;
[0032] FIG. 19 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0033] FIG. 20 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0034] FIG. 21 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0035] FIG. 22 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0036] FIG. 23 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0037] FIG. 24 is a schematic diagram of yet another optional control method of a virtual object according to an embodiment of the present application;
[0038] FIG. 25 is a schematic diagram of another optional control method of a virtual object according to an embodiment of the present application;
[0039] FIG. 26 is a schematic diagram of another optional control method of a virtual object according to an embodiment of the present application;
[0040] FIG. 27 is a schematic diagram of a structure of an optional control device of a virtual object according to an embodiment of the present application;
[0041] FIG. 28 is a schematic diagram of a structure of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0042] In order to make the persons skilled in the art better understand the present application, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments of the present application. Based on the embodiments in the present application, all the other embodiments obtained by the persons skilled in the art without creative work should belong to the protection scope of the present application.
[0043] It should be noted that the terms "first", "second", and the like in the description and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and do not necessarily indicate a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to include only those steps or units clearly listed, but can include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0044] According to an aspect of the embodiments of the present application, a virtual object control method is provided. As an optional implementation, the virtual object control method can be applied to a virtual object control system in a hardware environment as shown in FIG. 1, which 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 (for example, a game application client as shown in FIG. 1) is running in the terminal device 102 and the terminal device 110, respectively. The terminal device 102 and the terminal device 110 each include a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display a virtual game scene (for example, the virtual game scene as shown in FIG. 1) and provide a human-computer interaction interface to receive a human-computer interaction operation for controlling a virtual object in the virtual scene, which will complete a game task set in the virtual scene. The processor is used to generate an interaction instruction in response to the human-computer interaction operation and send the interaction instruction to the server. The memory is used to store relevant attribute data, such as object attribute information of the virtual object to be controlled and virtual prop attribute information held, etc. The attribute information can include, but is not limited to, information for identifying its identity and current location, etc. The terminal device 102 runs a client for controlling a current virtual character; optionally, in the case that 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 to perform certain interaction events in the game, 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 virtual scene information of each virtual character and operation information performed by each virtual character from the database 108. Assuming that the terminal device 102 in FIG. 1 is used to control a current virtual character and the terminal device 110 is used to control a target virtual character in the same game task, the specific process of the embodiment is as follows: displaying a target virtual character interacting with the current virtual character in a virtual scene as in S102 to S108; the terminal device sends a first interaction operation of the current virtual character to the server; determining that the interaction operation (for example, the first interaction operation) satisfies an interaction condition; the server sends a first condition judgment result to the terminal device, wherein the target virtual character can be one or more, and in addition, the target virtual character can be, but is not limited to, a character in the virtual scene that is in a team (camp) opposing the current virtual character (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 in the virtual scene having a defense function (for example, a defense tower, a super soldier, a wild monster, etc.).
[0046] Then, the interaction operation of the current virtual role meets the interaction condition, S110-S120; in the case that the interaction operation triggered by the current virtual role meets the interaction condition, at least one virtual object associated with the interaction operation is displayed at the interaction key position in the virtual scene; the terminal device sends a second interaction operation of the current virtual role to the server; it is determined that the target virtual object is in an active state; the server sends a second condition judgment result to the terminal device; in the case that the target virtual object in the at least one virtual object is in the active state, the target virtual object is controlled to move according to a trajectory indicated by a control operation of the target virtual object in response to the control operation; in response to the target virtual object hitting the target virtual role, the role state of the target virtual role is updated to cause an impact; wherein the interaction condition can be, but is not limited to, that the number of clicks meets a preset threshold, the click time meets a preset threshold, the distance is the farthest, the skill is selected, the number of skill casts, the skill cast is over, the skill cast hits, the skills of the current virtual role and the target virtual role collide with each other, the number of target virtual objects hit by the skill cast of the current virtual object meets a preset threshold, the role state of the target virtual object changes (for example, the damage state or the life state or the defense state of the target virtual role is lower or higher than a preset threshold), and the like. As another optional implementation, in the case that the terminal device 102 or the terminal device 110 has strong computing processing capability, the above S106 and S114 can also be completed by the terminal device 102 or the terminal device 110. Here, for example, the present embodiment does not make any limitation in this regard.
[0047] Optionally, in the present embodiment, the terminal device described above can be a terminal device configured with a target client, and can include but is not limited to at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a notebook computer, a tablet computer, a palm computer, a MID (Mobile Internet Device), a PAD, a desktop computer, a smart television, etc. The target client can be a video client, an instant messaging client, a browser client, an education client, etc. which supports providing a shooting game task. The network described above can include but is not limited to a wired network and 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 wireless communication networks. The server described above can be a single server, a server cluster composed of multiple servers, or a cloud server. The above is only an example, and the present embodiment does not make any limitation in this regard.
[0048] Optionally, in the embodiment, the virtual object control method described above can be applied in, but is not limited to, a game terminal application (Application, APP for short) that completes a predetermined confrontation game task in a virtual scene, such as a Multiplayer Online Battle Arena (MOBA for short) application; the confrontation game task can be, but is not limited to, a game task completed by a current player through human-computer interaction to control a virtual object in a virtual scene to interact with virtual objects controlled by other players; the virtual object control method can also be applied in a Multiplayer Online Role-Playing Game (MMORPG for short) terminal application, in which a current player can complete a social game task in the game in the first person perspective of a virtual object through role-playing, such as completing a game task together with other virtual objects, etc. The social game task can be, but is not limited to, running in the form of a plug-in or an applet in an application (such as a non-independently running game APP) or running in a game engine in an application (such as an independently running game APP). The type of the game application can include, but is not limited to, at least one of the following: a Two Dimension (2D for short) game application, a Three Dimension (3D for short) game application, a Virtual Reality (VR for short) game application, an Augmented Reality (AR for short) game application, and a Mixed Reality (MR for short) game application. The above is only an example, and the embodiment does not make any limitation thereto.
[0049] The above-mentioned embodiments of the application can also be, but are not limited to, applied in an open world type game. The so-called open world refers to a completely open battle scene in the game, in which a player can freely move and explore in any direction, the distance between the boundaries of each direction is very large, and there are various shapes and sizes of simulation objects in the scene, which can produce various physical collisions or interactions with entities such as players and Artificial Intelligence (AI for short). In the open world game, a player can control a virtual object to complete a game task through confrontation interaction.
[0050] In the embodiment of the present application, a target virtual character interacting with a current virtual character is displayed in a virtual scene; at least one virtual object is displayed at an interactive key position associated with an interactive operation triggered by the current virtual character in the virtual scene, in a case where the interactive operation meets an interaction condition; in a case where a target virtual object in the at least one virtual object is in an active state, the target virtual object is controlled to move according to a movement track indicated by a control operation, in response to the control operation; and in response to the target virtual object hitting the target virtual character, a character state of the target virtual character is updated. Thus, a virtual object control method is provided, that is, the target virtual object is controlled in a case where the interactive operation triggered by the current virtual character meets the interaction condition and the target virtual object in the at least one virtual object is in the active state, so that the virtual object is controlled by a new control method.
[0051] In the above embodiment, the target virtual object is determined to be in the active state in the virtual scene in a case where the interactive operation triggered by the current virtual character meets the interaction condition, and then the target virtual object is controlled, so that the character state of the target virtual character is affected. On the one hand, different control methods can allow players to choose their own way to operate the virtual scene, increase the playability and fun of the game, and allow players to have more choices and challenges in the virtual scene. On the other hand, different control methods can allow players to choose an operation method according to their preferences and habits, increase the adaptability and flexibility of the virtual scene, allow players to have more operation space and possibilities, and increase the depth and strategy of the game. Thus, a new virtual object control method is provided by the above embodiment, which solves the technical problem of single virtual object control method in the existing virtual scene control mechanism.
[0052] As an optional embodiment, as shown in FIG. 2, the virtual object control method includes the following steps:
[0053] S202, a target virtual character interacting with a current virtual character is displayed in a virtual scene;
[0054] S204, at least one virtual object is displayed at an interactive key position associated with an interactive operation triggered by the current virtual character in the virtual scene, in a case where the interactive operation meets an interaction condition;
[0055] S206, in a case where a target virtual object in the at least one virtual object is in an active state, the target virtual object is controlled to move according to a movement track indicated by a control operation, in response to the control operation;
[0056] S208, in response to the target virtual object hitting the target virtual character, a character state of the target virtual character is updated.
[0057] In the above embodiments, the virtual scene can be used to indicate a game scene displayed in the interface when the current user logs in the game application. In the case that the virtual scene is a 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, a plurality of function modules can be further displayed in the virtual scene, for example, can include but are not limited to a map module, a task module, a setting module, etc., for example, selecting the map module to view the distribution of virtual characters on the field, selecting the task module to receive daily game challenge tasks, etc. The above description of the virtual scene is only exemplary and does not limit the type of virtual scene in the specific embodiments and the content included therein.
[0058] The target virtual character is a virtual character interacting with the current virtual character controlled by the current user, and the number of target virtual characters can be one or more. In the present embodiment, the number of target virtual characters is not limited, and in addition, the target virtual character can be but is not limited to a character in the virtual scene that is in the same team (camp) as the current virtual character (i.e., a character protected by the current virtual character), a character in the virtual scene that is in the same team (camp) as the current virtual character (i.e., a character attacked by the current virtual character), and an object in the virtual scene with a defense function (e.g., a defense tower, a super soldier, a wild monster, etc.). In the present embodiment, the type between the 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 can include but is not limited to a character form that can provide interactive control operations with the player account, for example, can be an animal or plant form, and can display corresponding character feedback in response to the triggering operation of the player account. Specifically, in the case that the target virtual character is a small animal, such as a virtual puppy, in response to the triggering click operation, a virtual puppy jumping action can be displayed in the virtual scene; in the case that the target virtual character is a virtual plant, such as a virtual flower, in response to the triggering click operation, a virtual flower blooming form can be displayed in the virtual scene; in the case that the target virtual character is a character in a game battle, an animation form of the virtual character (such as an entrance screen, a skill release screen, a virtual character skin) can be displayed in the virtual scene.
[0060] In S204, the operation type of the interaction operation triggered by the current virtual character can include but is not limited to a click operation, a double-click operation, a long-press operation, a sliding operation, a skill release operation (such as an attack operation or a defense operation), etc. The type of the operation effect of the interaction operation can correspond to the character type of the target virtual character. For example, in the case where the target virtual character and the current virtual character belong to the same camp or team, the interaction operation triggered by the current virtual character can be a virtual healing or virtual recovery operation on the target virtual object. In the case where the target virtual character and the current virtual character belong to different camps or teams, the interaction operation triggered by the current virtual character can be a virtual attack or virtual stunning operation on the target virtual object.
[0061] The interaction condition can be a condition for triggering the virtual object to interact in the next stage. The interaction condition can be but is not limited to reaching the farthest distance, selecting a skill, the number of skill casts, the end of skill casting, skill casting hitting, the current virtual character and the target virtual character casting skills “colliding” with each other, the number of target virtual objects hit by the current virtual object skill casting satisfying a preset threshold, the character state of the target virtual object changing (such as the damage state or the life state or the defense state of the target virtual character being lower or higher than a preset threshold), etc. As an optional implementation, as shown in FIG. 3, the skill reaches the farthest distance, and the effect is that the ink group (virtual object) gradually disappears. As shown in FIG. 4, the skill released by the current virtual character hits a virtual character, “knocks” the virtual character away, and at least one virtual object 401 is displayed at the position where the virtual character is knocked away.
[0062] The interaction key position associated with the interaction operation can be a position point having an important influence or a key role in the interaction process. The interaction key position can be but is not limited to an interaction operation end position (such as a skill casting hitting position, a skill casting time end position, a skill reaching the farthest distance position, a skill casting being interrupted position, etc.), a position on the movement track of the target virtual character (such as a position actively or randomly selected on the track as the interaction key position associated with the interaction operation), a position where the current virtual character and the target virtual character cast skills “collide” with each other, etc. No specific limitation is made herein.
[0063] In one case, the virtual object can be a virtual character with a similar character form (e.g., controllable living beings, summoned creatures, etc.) to the current virtual character, and 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, the current virtual character can control the summoned creature to 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 (such as a dagger, armor, battle boots, etc.) in the virtual scene with a specific function, and in the case of the target virtual character being an enemy camp, the virtual object is a prop that outputs damage to the target virtual character, and in the case of the target virtual object being a friendly camp, the virtual object is a prop that has an auxiliary function to the target virtual character; the virtual object can also be transformed according to the situation on the battlefield (e.g., automatically attacking the enemy camp, healing the friendly camp). It can be understood that the virtual object can provide multiple types of auxiliary skills, including but not limited to auxiliary protection skills, auxiliary attack skills, auxiliary viewing skills, auxiliary resource collection skills, etc., and specifically, the virtual object can be configured with an auxiliary protection skill to generate an auxiliary area for the current virtual character when the health value or defense value or damage value parameter of the current virtual character is below a preset threshold, thereby protecting the current virtual character, for example, in the case where the number of enemies within a certain range of the current virtual character is greater than a preset threshold or the health value of the current virtual character is below a preset threshold, a virtual minion with a defense function is triggered, and the virtual minion is distributed around the current virtual character to form an auxiliary area, and within the auxiliary area, the current virtual character can be healed or output damage to the enemy without being attacked by the enemy, or in the case where the health value or defense value or damage value parameter of the target virtual character is below a preset threshold, the target virtual character of the enemy camp is continuously damaged, and in this embodiment, the specific form and function of the virtual object are not limited.
[0064] It should be noted that the interactive key position associated with the above-mentioned interactive operation in the virtual scene displays at least one virtual object, which can be but is not limited to displaying one or more virtual objects at the interactive key position associated with the interactive operation in the virtual scene after each interactive operation, or in the case where 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 of the last interactive operation, which is not specifically limited here.
[0065] In the case that the interaction operation triggered by the current virtual character meets the interaction condition, at least one virtual object is displayed at the interaction key position associated with the interaction operation in the virtual scene. Specifically, an upgraded prop can be displayed at the farthest distance of the prop movement during each skill release after the number of props released by the normal skill of the current virtual character meets the preset threshold. This is only an example.
[0066] In S206, the target virtual object can be determined according to the order of generation of the virtual objects, 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 virtual character can be the current virtual character or the target virtual character. For example, the virtual object closest to the target virtual character is determined as the target virtual object, or the virtual object farthest from the current virtual character is determined as the target virtual object. The specific implementation is not limited herein.
[0067] The determination of the activation state can be, but is not limited to, that the number of virtual objects displayed at the interaction key position associated with the interaction operation is greater than a certain threshold, or that the life value data of the target virtual character is higher or lower than a certain threshold, or that the life value data of the current virtual character is higher or lower than a certain threshold, or that the position of the current virtual character in the virtual scene is less than a certain range from the position of the target virtual character in the virtual scene. The specific implementation is not limited herein.
[0068] It can be understood that in the case that the target virtual object in at least one of the virtual objects is in the activation state, the control operation on the target virtual object can be performed in response to the control operation on the target virtual object. The control operation includes, but is not limited to, the attack and damage operation of the target virtual object on the target virtual character in the case that 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 operation, or the treatment and recovery operation of the target virtual object on the target virtual character in the case that the target virtual character and the current virtual character are in the same camp, including the path, direction, position, starting position, and ending position of the treatment and recovery operation. The specific implementation is not limited herein.
[0069] The control target virtual object moving according to the trajectory indicated by the control operation can be, but is not limited to, that the player selects several preset moving trajectories of the system, and the target virtual object moves according to the preset trajectory; or the player selects a direction at any angle in the direction control, and a moving trajectory moving in the direction is formed in the direction, and the target virtual object moves according to the moving trajectory selected in the direction control; or the target virtual object moves in real time according to the operation direction of the player to the moving control in real time, which is not limited here.
[0070] The following describes an optional application interface with reference to FIG. 5. In the embodiment, the current virtual character 503 can release a second skill to the target virtual character 504 in response to a triggering operation on the skill control 502, and a virtual object can be displayed at a corresponding position in the virtual scene after the second skill hits the target virtual character. As shown in FIG. 5, 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. In the case where the current virtual character 503 releases the second skill and hits the target virtual character 504 within the range of the second skill (i.e., a preset distance), a fourth virtual object 508 can be displayed at the position in the virtual scene where the target virtual character is 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 are the forms (styles) of the virtual objects displayed in the virtual scene after hitting the target virtual character. It should be noted that in the case where the virtual task in the present application is a virtual game task of a multi-player confrontation type, the positions of the virtual characters in the game map and the corresponding IDs of the virtual characters in the current virtual scene can be displayed in the upper left corner window (a small map 509) in FIG. 5. Here, the character IDs of the virtual characters are represented by numbers, and the virtual characters other than the current virtual character and the target virtual character can be displayed, or all the virtual characters including the current virtual character and the target virtual character can be displayed. In the case where the virtual task in the present application is a virtual game task in which a plurality of virtual characters fight against each other, in an optional manner, the character IDs of the virtual characters in a preparation state can be displayed through the small map 509. In another optional manner, the object account can select a plurality of candidate virtual characters for the fight between the virtual characters, and the character IDs of the candidate virtual characters can be displayed in the small map 509. In the embodiment, the display function of the small map 509 is only an example.
[0071] In FIG. 5, after the target virtual character is hit by the two-skill triggered by the skill control 502 for 4 times, 4 virtual objects can be displayed in the current virtual scene. Further, the skill effect of the two-skill can be upgraded to the target skill effect, that is, the 4 virtual objects can be taken as the target virtual objects, and the player controls the movement control 501 and the skill control 502 to sequentially control the first virtual object 505, the second virtual object 506, the third virtual object 507, and the fourth virtual object 508. The following describes the subsequent control operation of the first virtual object 505. As shown in FIG. 6, the virtual scene displays a plurality of virtual objects generated according to the two-skill triggered by the skill control 602, 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, and meanwhile, the small map 609 is still displayed in FIG. 6. In this embodiment, in the case that 4 virtual objects generated according to the two-skill are displayed in the virtual scene, the two-skill triggered by the skill control 602 can be upgraded to the target skill effect, and further, in response to the further click of the skill control 602 by the player, the first virtual object 605 is determined as the target virtual object, and the first virtual object is adjusted to the active state and moves along the movement track (indicated by a dashed line) indicated in real time according to the movement control 601 to attack the target virtual character 604. It should be noted that in FIG. 6, the solid icon object at the starting end of the movement track indicates the first virtual object to be activated, and the hollow icon object in the movement track is the first virtual object 605 in the active state and controlled. It should be noted that the first virtual object in the active state is not displayed on the movement track during the control of the virtual object movement.
[0072] As shown in FIG. 7, the skill control 702 is still displayed in the interface, the current virtual character 703 and the target virtual character 704 in the interactive state in the virtual scene, and 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 two-skill. In FIG. 7, in response to the real-time sliding control of the movement control 701, the first virtual object 705 in the active 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 a life state, a damage state, a defense state, a movement speed state, etc., which is not specifically limited here. The target virtual object hitting the target virtual character can 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 object hitting the target virtual character. Updating the character state of the target virtual character can be to lower or raise the character state of the target virtual character, for example, in the case that the target virtual character and the current virtual character are in different camps, the life state, defense state, damage state, etc. of the target virtual character can be lowered, and in the case that the target virtual character and the current virtual character are in the same camp, the life state, defense state, damage state, etc. of the target virtual character can be enhanced.
[0074] In an optional implementation, in the case that the above virtual scene includes a reference virtual character (an enemy hero) in a different character camp and a target virtual character (a friendly hero) in the same character camp as the current virtual character, the above interaction condition can be that the attack skill released by the current virtual character hits the reference virtual character 3 times. Further, in the case that the attack skill released by the current virtual character hits the reference virtual character 3 times, the position where the last hit hits the reference virtual character displays a summoned object (i.e. the above virtual object). In response to the triggering operation on the target skill control, the above virtual object can be activated to be the target virtual object, and further, in response to the triggering operation on the direction control, the above target virtual object can be controlled to perform healing on the above target virtual character.
[0075] In another optional implementation, in the case that the above virtual scene includes a reference virtual character (a first enemy hero) in a different character camp and a target virtual character (a second enemy hero) in the same character camp as the current virtual character, the above interaction condition can be that the attack skill released by the current virtual character hits the reference virtual character 3 times. Further, in the case that the attack skill released by the current virtual character hits the reference virtual character 3 times, the position where the last hit hits the reference virtual character displays a summoned object (i.e. the above virtual object). In response to the triggering operation on the target skill control, the above virtual object can be activated to be the target virtual object, and further, in response to the triggering operation on the direction control, the above target virtual object can be controlled to cause damage to the above target virtual character.
[0076] By the above-mentioned embodiments, by judging whether the current virtual role interaction operation meets the interaction condition, in the case of meeting the interaction condition, displaying a new controllable virtual object, and responding to the control operation, the interaction operation between virtual roles is realized through the controllable virtual object, so as to complete the skill release by different control operations on different types of virtual objects, enrich the control method of virtual objects, thereby improving the game experience of the player, and increasing the interactivity of the game, making the player more immersively participate in the game, enhancing the immersion and empathy of the game and innovation.
[0077] As an optional embodiment, in the case that the interaction operation triggered by the current virtual role meets the interaction condition, at least one virtual object is displayed at the interaction key position associated with the interaction operation in the virtual scene, including at least one of the following:
[0078] Method one, in the case that the interaction operation triggered by the current virtual role hits the first virtual role, it is determined that the interaction operation triggered by the current virtual role meets the interaction condition, and at least one virtual object is displayed at the role position of the first virtual role, wherein the interaction key position includes the role position of the first virtual role;
[0079] Method two, in the case that the interaction operation triggered by the current virtual role produces defense to the attack operation triggered by the second virtual role, it is determined that the interaction operation triggered by the current virtual role meets the interaction condition, and at least one virtual object is displayed at the role position of the current virtual role, wherein the interaction key position includes the role position of the current virtual role;
[0080] Method three, in the case that the first operation track of the interaction operation triggered by the current virtual role intersects with the second operation track of the interaction operation triggered by the third virtual role, it is determined that the interaction operation triggered by the current virtual role meets the interaction condition, and at least one virtual object is displayed at the position corresponding to the track intersection point of the first operation track and the second operation track, wherein the interaction key position includes the position corresponding to the track intersection point.
[0081] It can be understood that, in one mode, the current virtual character triggers an interaction operation, including but not limited to the case where an attack operation (such as virtual bullets, virtual bombs, virtual light waves, virtual boxing gloves, etc.), a treatment operation (such as virtual potions, virtual herbs, etc.), a defense operation (such as virtual protective clothing, virtual armor, etc.), and the like hit the first virtual character, as shown in FIG. 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, and a virtual object 805 is displayed, it is determined that the interaction operation triggered by the current virtual character 803 meets the interaction condition, and it should be noted that the above-mentioned first virtual character can be the target virtual character, or other virtual characters in different camps or the same camp as the target virtual character, that is, the first virtual character can be a teammate or an opponent of the target virtual character, and here is only an example, without specific limitation.
[0082] After it is determined that the interaction operation triggered by the above-mentioned current virtual character meets the interaction condition, at least one virtual object is displayed at the character position of the above-mentioned first virtual character, which can be but is not limited to displaying one virtual object or a plurality of virtual objects at the position of the first virtual character after each interaction operation, or displaying at least one virtual object at the position of the first virtual character in the case where the number of times of hitting the first virtual character reaches a preset threshold or a certain hit damage reaches a certain threshold, without specific limitation here, the above-mentioned virtual object includes but is not limited to a controllable living body, a summoned object, etc. of the same type as the current virtual character or the target virtual character, an attack or defense or treatment prop, etc. It can be understood that the virtual object can provide a plurality of 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 interaction key position includes the character position of the above-mentioned first virtual character.
[0083] In another mode, in the case where the interaction operation triggered by the above-mentioned current virtual character triggers a defense operation against the attack operation of the second virtual character, as shown in FIG. 9, the current virtual character 903 responds to the player's control operation to control the movement control 901 and the skill control 902, and in response to the control operation on the helmet 906, the attack operation of the target virtual character 904 is blocked and a virtual object 905 appears, it is determined that the above-mentioned interaction operation triggered by the above-mentioned current virtual character 903 meets the interaction condition, and it should be noted that the above-mentioned second virtual character can be the target virtual character, or other virtual characters in different camps or the same camp as the target virtual character, that is, the second virtual character can be a teammate or an opponent of the target virtual character, and here is only an example, without specific limitation.
[0084] In the case that the interaction operation triggered by the current virtual character meets the defense operation, at least one virtual object is displayed at the character position of the current virtual character, which can be but is not limited to one or more virtual objects displayed at the character position of the current virtual character after each defense operation, or in the case that the number of defense operations reaches a certain number or a certain defense operation reaches a certain threshold, at least one virtual object is displayed at the position where the current virtual character completes the defense operation last time, which is not specifically limited herein. The virtual object includes but is not limited to a controllable life form, a summoned object, an attack or defense or treatment prop, etc. of the same type as the current virtual character or the target virtual character. It can be understood that the virtual object 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. The interaction key position includes the character position of the current virtual character. As an optional implementation, at least one virtual object can be displayed at the position of the current virtual character in the case that the current virtual character successfully triggers the attack operation to the virtual character of the enemy camp.
[0085] In another way, in the case that the first operation track of the interaction operation triggered by the current virtual character intersects with the second operation track of the interaction operation triggered by the third virtual character, the current virtual character 1003 controls the movement control 1001 and the skill control 1002 to complete the interaction operation in response to the control operation of the player, as shown in FIG. 10, the first operation track and the second operation track generated by the target virtual character 1004 releasing the skill generate a track intersection point 1006, and a virtual object 1005 appears. The triangle is the track intersection point 1006 of the first operation track of the interaction operation of the current virtual character and the second operation track of the interaction operation of the third virtual character. It is determined that the interaction operation triggered by the current virtual character 1003 meets the interaction condition. It should be noted that the third virtual character can be the target virtual character, or other virtual characters in different camps or the same camp as the target virtual character, that is, the third virtual character can be a teammate or an opponent of the target virtual character. This is only an example and is not specifically limited.
[0086] When the first operation track triggered by the interaction operation triggered by the current virtual character and the second operation track triggered by the interaction operation triggered by the third virtual character intersect, and the interaction condition is met, at least one virtual object corresponding to the position of the intersection of the first operation track and the second operation track is displayed. The virtual object can be one or more virtual objects each time the first operation track intersects with the second operation track, or the virtual object is displayed at the intersection of the tracks when the number of track intersections reaches a certain number or the interaction damage of a certain track intersection (skill "collision") reaches a certain threshold. The virtual object includes, but is not limited to, a controllable living being, a summoned object, or an attack or defense or treatment tool of the same type as the current virtual character or the target virtual character. It can be understood that the virtual object 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 interaction key position includes the position corresponding to the intersection of the tracks.
[0087] According to the above embodiments of the present application, the interaction operation triggered by the current virtual character can be determined, and the interaction operation triggered by the current virtual character can be determined to meet the interaction condition. The interaction key position of the virtual object displayed in different situations is determined, which enriches the method of determining the position of the virtual object when the trigger operation meets the interaction condition. Through various methods of determining the interaction key position of the virtual object, the player can reasonably develop attack and interaction strategies, increase the strategy of the game, and realize the rich control of the virtual object by the player. The attack strategy is further enriched. The above embodiments provide a new method of controlling the virtual object, which solves the technical problem of the single control method of the virtual object in the existing virtual scene control mechanism.
[0088] In an optional embodiment, the at least one virtual object displayed at the interaction key position associated with the interaction operation in the virtual scene includes at least one of the following:
[0089] Method one, when the interaction operation is a skill operation, a first object type of the virtual object is determined according to a skill track display style corresponding to the skill operation; and the virtual object of the first object type is displayed at the interaction key position.
[0090] Method two, when the interaction operation is an attack operation, a second object type of the virtual object is determined according to a character display style of the current virtual character; and the virtual object of the second object type is displayed at the interaction key position.
[0091] In an optional embodiment, in the case that the interaction operation is a skill operation, the first object type of the virtual object is determined according to the skill track display style corresponding to the skill operation, for example, as shown in FIG. 3, if the skill is displayed as a virtual ink, the first object type of the virtual object is an ink group; as shown in FIG. 11, if the skill is displayed as a virtual brushstroke, the first object type of the virtual object is a virtual brushstroke, and the virtual object 1101 in the figure is a virtual brushstroke "surprise"; if the skill is displayed as a flying track 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 fire group, and the like, which are not limited herein; and the virtual object of the first object type is displayed at the interaction key position, which can be but is not limited to an interaction operation end position (for example, a target skill casting hit position, a target skill casting time end position, a target skill farthest distance position, a target skill casting interruption position, and the like), a position on a target virtual character moving track (for example, a position on the track can be actively or randomly selected as an interaction key position), a position where the current virtual character and the target virtual character respectively cast skills collide, and the like, which are not limited herein.
[0092] In another optional embodiment, in the case that the interaction 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 it should be noted that the attack operation can be a basic attack operation such as punching, shooting, and assassinating; and the virtual object of the second object type is displayed at the interaction key position, and it can be understood that in the case that the current virtual character is a virtual zombie, the character display style of the virtual object can be a virtual small zombie; in the case that the current virtual character is a virtual frog, the character display style of the virtual object can be a virtual tadpole, and the like; the interaction key position can be but is not limited to an attack operation end position (for example, an attack hit position, an attack time end position, an attack farthest distance position, and the like), a position on a target virtual character moving track (for example, a position on the track can be actively or randomly selected as an interaction key position), and the like, which are not limited herein.
[0093] Through the above embodiments of the present application, in the case that the interaction operation meets different operations, different object types of virtual objects are displayed at the interaction key position according to different situations, which enriches the object types of the virtual objects, and then different operations can be performed on different types of virtual objects, such as flying, sprinting, exploding, and impacting, to realize attack, treatment, and defense operations, thereby enhancing the immersion and empathy of the game and enriching the control method of the virtual objects.
[0094] As an optional implementation, in a case where the interaction operation triggered by the current virtual character hits the first virtual character, the method further includes:
[0095] S1, in a case where the interaction operation is a skill operation, a skill trajectory direction of the skill operation is acquired in response to a trigger operation of the skill operation;
[0096] S2, a skill trajectory of the skill operation is dynamically displayed from a character position of the current virtual character as a starting position and in the skill trajectory direction;
[0097] S3, in a case where a trajectory length of the displayed skill trajectory is less than or equal to a preset distance and the displayed skill trajectory reaches the character position of the first virtual character, it is determined that the interaction operation triggered by the current virtual character hits the first virtual character;
[0098] S4, in a case where the trajectory length of the displayed skill trajectory is equal to the preset distance and the displayed skill trajectory does not reach the character position of the first virtual character, the display of the skill trajectory is cancelled.
[0099] It can be understood that, in the embodiment, in a case where the interaction operation is a skill operation, a skill trajectory direction of the skill operation is acquired in response to a trigger operation of the skill operation. As shown in FIG. 5, a trajectory of the skill operation is dynamically displayed from a character position of the current virtual character (the release position of the skill is taken as the character position of the current virtual character) as a starting position and in the skill trajectory direction; in a case where a trajectory length of the displayed skill trajectory is less than or equal to a 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 skill trajectory direction. The character position of the first virtual character can be a position that can be hit by the skill attack or a position where the first virtual character moves again (for example, moves by being hit, flying, dodging, etc.), and the like, and it is further determined that the interaction operation triggered by the current virtual character hits the first virtual character.
[0100] In a case where the trajectory length of the displayed skill trajectory is equal to the preset distance and the displayed skill trajectory does not reach the character position of the first virtual character, the display of the skill trajectory is cancelled.
[0101] The embodiment of the present application does not limit the way of canceling the display of the skill track. As an optional implementation, the display of the skill track can be canceled directly and instantaneously. As another optional implementation, the display of the skill track can be canceled according to a target dynamic style. In the target dynamic style, the related parameters of the display of the skill track can be dynamically adjusted in the process of canceling the display of the skill track, for example, the speed, direction, time length and color of the display of the skill track can be adjusted, and the effect of the dynamic style can also be changed according to the screen size, specifically, the effect can be ink fading, fire dimming, water receding and the like.
[0102] In an optional implementation, after the skill operation is triggered, the display of the skill track is performed, if the skill hits the character and within a preset time and distance, the skill track is displayed from the character position where the current virtual character is located as a starting position to the character position where the first virtual character is located, and if the skill release exceeds a certain time and distance, the display of the skill track is performed in a fading display style, as shown in FIG. 3, the virtual object reaches the farthest distance without hitting the character, and the ink fades.
[0103] According to the above-mentioned embodiments of the present application, in response to the triggering operation of the skill operation, the skill track of the skill operation is displayed according to the direction of the skill track from the character position where the current virtual character is located as a starting position, the first virtual character is hit when the track length is less than or equal to a preset distance, and the display of the skill track is canceled in the case that the track length is equal to the preset distance and the character position where the first virtual character is located is not reached, thereby enriching the method and track style of the display of the skill track, and enabling the player to trigger the display of the skill track style and effect by trying different combinations of props and skills, so that the game is more interesting and diversified.
[0104] In an optional implementation, in the case that the above-mentioned interactive operation triggered by the current virtual character hits the first virtual character, it is determined that the interactive operation triggered by the current virtual character meets the interactive condition, and at least one virtual object is displayed at the character position where the first virtual character is located, the method further comprises the following steps:
[0105] S1, if the first virtual character and the current virtual character are in the same character camp, it is determined that the first virtual character is affected by a gain effect;
[0106] S2, if the first virtual character and the current virtual character are in different character camps, it is determined that the first virtual character is affected by a negative effect.
[0107] It can be understood that in the embodiment, in the case that the first virtual character and the 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, without specific limitation, it is determined that the first virtual character is affected by the positive effect, specifically, it can be that the character attribute such as strength, intelligence, agility, healing, recovery, and evasion is increased, the character's health and mana are increased, the character's damage and defense are increased, the character's movement speed, critical rate, and hit rate are increased, the skill cooldown time is shortened, and the like, without specific limitation.
[0108] As an optional embodiment, in the case that the first virtual character and the 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, without specific limitation, it is determined that the first virtual character is affected by the negative effect, specifically, it can be that the character attribute such as strength, intelligence, agility, healing, recovery, and evasion is reduced, the character's health and mana are reduced, the character's damage and defense are reduced, the character's movement speed, critical rate, and hit rate are reduced, the skill cooldown time is prolonged, and the like, without specific limitation.
[0109] Specifically, it can be that the skill released by the current virtual character hits the target virtual character 3 times, the interaction operation of the current virtual character satisfies the interaction condition, and a summoned object (virtual character) is displayed at the position of the last hit on the target virtual character and is immediately activated, such as the virtual object 805 in FIG. 8. In the case that the target virtual character is a teammate, the summoned object heals or defends the target virtual character, for example, the health of the target virtual character can be increased, or in the case that the target virtual character is an enemy, the damage of the target virtual character is reduced, which is only an example, without specific limitation.
[0110] Through the above-mentioned embodiments of the present application, in the case that the first virtual character and the current virtual character are in the same or different camps, different effects are caused on the first virtual character, the player can be more deeply immersed in the identity of the game character, experience a more real and rich game world, and the control operation of the player on the virtual character can be enriched, the virtual character can cause damage to the place and healing to the friend, the immersion and immersion of the game are increased, thereby solving the technical problem that the control method of the virtual object in the related method is relatively single.
[0111] As an optional embodiment, in the case that the first virtual character and the current virtual character are in different character camps, it is determined that the first virtual character is affected by the negative effect, including at least one of the following:
[0112] In a first manner, an active state parameter of the first virtual role is adjusted from a first value to a second value, wherein the first virtual role is determined to be in an active state in the virtual scene when the active state parameter of the first virtual role is greater than or equal to 0, and the second value is less than the first value.
[0113] In a second manner, a movement state parameter of the first virtual role is adjusted from a third value to a fourth value, wherein the movement state parameter is used to indicate a movement speed of the first virtual role in the virtual scene, and the fourth value is less than the third value.
[0114] In a third manner, a knockback parameter of the first virtual role is updated according to the interaction operation, wherein the first virtual role is displayed to fly in the virtual scene according to a preset flight trajectory when the knockback parameter of the first virtual role meets a numerical condition.
[0115] In one case, the active state parameter of the first virtual role can be adjusted from a first value to a second value. The active state parameter can be, but is not limited to, a property of the role, which is not limited here. When the active state parameter of the first virtual role is greater than or equal to 0, the first virtual role is determined to be in an active state in the virtual scene, and the second value is less than the first value, for example, the first virtual role's health is reduced from 60 drops of blood to 40 drops of blood.
[0116] In another case, the movement state parameter of the first virtual role can be adjusted from a third value to a fourth value. The movement state parameter is used to indicate the movement speed of the first virtual role in the virtual scene. The movement state parameter can be, but is not limited to, the speed of movement when attacking or dodging, which is not limited here. The fourth value is less than the third value, for example, the movement speed of the first virtual role is reduced from 5 m / s to 4 m / s.
[0117] In another case, the knockback parameter of the first virtual character can be updated according to the interactive operation, which can be but is not limited to indicating that the first virtual character is knocked back to a distance of a certain unit from the original position after hitting the first virtual character. In the case where the knockback parameter of the first virtual character meets a numerical condition, the first virtual character is displayed to fly in the virtual scene according to a preset flight trajectory (as shown in FIG. 11, the right virtual character is knocked back), and the numerical condition can be but is not limited to reaching a preset threshold, fighting for a certain length of time, the attribute value of the first virtual character or the target virtual character or the current virtual character reaching a preset threshold, etc., which is not limited herein. It should be noted that the first virtual character can be knocked back to fly in the case where the knockback parameter reaches a preset threshold, the knockback parameter of each time can be accumulated, the first virtual character can be knocked back to fly after the accumulated knockback parameter reaches a preset threshold, the updated knockback parameter of each time can be combined with different weights to calculate a final knockback parameter, which is compared with a preset threshold, and the first virtual character is knocked back to fly when the preset threshold is reached, etc., which is not specifically limited herein.
[0118] Through the above embodiments of the present application, at least one of the active state parameter, the movement state parameter, and the knockback state parameter can be selected to determine the negative influence on the first virtual character. On the one hand, the challenge of the game can be increased to make the player constantly adjust the game strategy, and on the other hand, the interactive operation causes different influence results on the virtual character, which enriches the way in which the player controls the virtual object and further operates the virtual character.
[0119] In an optional embodiment, in the case where the target virtual object in the at least one virtual object is in the active state, before the target virtual object is controlled to move according to the movement trajectory indicated by the control operation in response to the control operation on the target virtual object, at least one of the following is further included:
[0120] Method one, in the case where the number of the at least one virtual object is greater than or equal to the first number, the target virtual object determined from the at least one virtual object is configured to be in the active state in response to the triggering operation on the target skill control, wherein the target skill control is used to trigger the interactive operation of the current virtual character and configure the active state of the target virtual object;
[0121] Method two, in the case where the number of the at least one virtual object is greater than or equal to the first number, the target virtual object is determined to be configured to be in the active state in response to the selection operation on the target virtual object;
[0122] In one mode, the first quantity can be determined as the preset value, or different first quantities can be set according to different battle stages, or the first quantity can be determined according to the attribute value of the current virtual character or the target virtual character, for example, in the case that the current virtual character's life value is less than 50%, the first quantity is set to 3 units, in the case that the current virtual character's life value is greater than 50%, the first quantity is set to 2 units, and the like, which is not limited herein. In the case that the object quantity of the virtual object is greater than or equal to the first quantity, the target virtual object determined from the at least one virtual object is configured to be in an activated state in response to the triggering operation of the target skill control, wherein the target skill control is used to trigger the interactive operation of the current virtual character and configure the activated 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 the activated state immediately after the virtual object quantity meets the condition, or the target virtual object can be automatically or randomly configured to be in the activated state according to the battle situation, which is not limited herein.
[0123] As an optional implementation, for example, the first quantity is 3, the object quantity of the at least one virtual object is 4, and the target virtual object closest to the enemy with the lowest life value on the current field is determined as the target virtual object after the target skill control is triggered. The target virtual object is configured to be in the activated state by triggering the skill control 802 in FIG. 8, and the target virtual object is virtual object 805 in FIG. 8. The target virtual object starts to attack the enemy with the lowest life value on the current field, or as shown in FIG. 12, the movement control 1201 and the skill control 1202 of the target virtual object are in a gray state that cannot be operated, the target virtual object cannot be selected in the current virtual scene, and the target virtual object cannot be configured to be in the activated state. It should be noted that the operation of the target virtual object can be an interactive operation (for example, the same operation) associated with the current virtual character, or can be irrelevant to the current virtual character, for example, the current virtual character performs a stabbing operation, and the target virtual object also performs a stabbing operation, or the target virtual object automatically performs an evasive defensive attack, which is not limited herein.
[0124] In another mode, in the case that the object quantity of the at least one virtual object is greater than or equal to the first quantity, the target virtual object is configured to be in the activated state in response to the selection operation of the target virtual object, that is, in this embodiment, the target virtual object can be manually selected according to the battle situation and the battle strategy, and the target virtual object is configured to be in the activated state.
[0125] In this embodiment, the target virtual object is configured to be in the activated state in multiple ways, which enriches the method of controlling the virtual object, and further 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 implementation, before the target virtual object determined from the at least one virtual object is configured to the active state in response to the triggering operation on the target skill control, the method further comprises:
[0127] S1, in response to a control operation on the target skill control in the first control state, determining that the current virtual character triggers an interaction operation, wherein the target skill control in the first control state is used to trigger the interaction operation of the current virtual character;
[0128] S2, in the case where 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 active state of the target virtual object.
[0129] In the embodiment, in response to a control operation, such as a continuous hit, a long press, a sliding operation, etc., on the target skill control in the first control state, the control state can be a to-be-enabled state, a disabled-enabled state, an enabled state, etc., the current virtual character triggers the interaction operation, and the target skill control in the first control state is used to trigger the interaction operation of the current virtual character.
[0130] In the case where 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, and the target skill control in the second control state is used to configure the active state of the target virtual object, such as switching the attack of the target virtual object to defense, or switching the enabled state of the skill of the target virtual object to a paused state, etc. The control can also be highlighted, grayed out, highlighted, etc.
[0131] Specifically, in response to the operation of the player on the movement control 601 and the skill control 602 in FIG. 6, the current virtual character 603 can be controlled to release the first virtual object 605 (virtual ink group) to attack the target virtual character 604, and when the number of virtual ink groups hitting the enemy accumulates to 4 (assuming that the first number is 4), the target skill control is switched from the virtual ink group 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 FIG. 13 (i.e., assuming that the 4 virtual ink groups are upgraded to 4 virtual brush calligraphies at this time), so that the current virtual character can control the target skill control in the second control state to perform an interaction operation, and the current virtual character 1303 operates the first virtual object 1305 to attack the target virtual character 1304 with the virtual brush calligraphy “jung”. The virtual brush calligraphy moves from the position of the small font virtual brush calligraphy “jung” to the position of the enlarged virtual brush calligraphy “jung”.
[0132] By the above-mentioned embodiments of the present application, different control states are set for the same skill control, so that the player can choose different skill usage modes according to the current situation, thereby increasing the depth and strategy of the game, and the difficulty of the game can be increased, so that the player needs more skills and strategies to cope with different situations, thereby improving the challenge and fun of the game, and thus solving the technical problem that the control method of the virtual object in the existing virtual scene control mechanism is relatively single.
[0133] In an optional embodiment, after the above-mentioned updating the role state of the target virtual character in response to the target virtual object hitting the target virtual character, further comprising:
[0134] In a case where the number of objects of the at least one virtual object displayed in the virtual scene is less than or equal to the second number, the target skill control is switched from the second control state to the first control state.
[0135] In the present embodiment, in a case where the target skill control is in the first control state, in response to the triggering operation on the target skill control, the first skill effect (i.e., the above-mentioned interactive operation) is released to the target virtual character, as shown in FIG. 5, the current virtual character 503 releases the virtual ink balls (the first skill in the first control state) to attack the target virtual character 504, and in a case where 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 interactive condition (for example, 4 hits are required to meet the interactive condition). At the same time, in the virtual scene, the position where the target virtual character is hit displays a virtual prop (i.e., the above-mentioned virtual object), and at the same time, the target skill control is adjusted to be displayed in the second control state, as shown in FIG. 13, the four virtual ink balls are upgraded to four virtual brush calligraphy (the first skill in the second control state);
[0136] In response to the triggering operation on the target skill control in the second control state, the target virtual object is determined, for example, the virtual object 1305 in FIG. 13, and then in response to the control operation on the target virtual object, the target virtual object attacks the target virtual character 1304, i.e., the first virtual object 1305 "surprise" character (as the target virtual object) hits the target virtual character 1304 in FIG. 13.
[0137] In a case where the target virtual character is hit, the target skill control is restored to the first control state, indicating that the current target skill control can only be used to cast the first skill effect to attack the target virtual character, i.e., the virtual brush calligraphy attack state is adjusted to the virtual ink ball attack state.
[0138] In addition, in a case where the first skill effect does not hit the target virtual character, the target skill control can be kept in the first control state (the virtual ink ball attack state), which is only an example and does not limit the present application.
[0139] Through the above embodiments of the present application, the player can more flexibly operate the skill by switching the control state, adapt to different game situations, and improve the operability and fluency of the game, thereby solving the technical problem that the control method of the virtual object is relatively single in the existing virtual scene control mechanism.
[0140] In an optional embodiment, the above-mentioned response to the control operation on the target virtual object controls the target virtual object to move according to the movement track indicated by the control operation, comprising:
[0141] S1, in response to the triggering operation of the direction control, it is determined that the control operation on the target virtual object is received;
[0142] S2, the control direction determined according to the direction control is obtained, and the target virtual object is controlled to move according to the control direction;
[0143] S3, in a case where 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 the present embodiment, in response to the triggering operation of the direction control, the target virtual object is controlled according to the received control operation, the control direction determined according to the direction control is obtained, and the target virtual object is controlled to move according to the control direction. In addition, in a case where the control direction determined by the direction control is updated, the target virtual object is controlled to move according to the updated control direction.
[0145] In an optional embodiment, the above-mentioned response to the control operation on the target virtual object controls the target virtual object to move according to the movement track indicated by the control operation, comprising:
[0146] S1, displaying the target virtual object on the virtual ground in the virtual scene in a first display style;
[0147] S2, in response to the triggering operation of 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 active state;
[0148] S3, obtaining the 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 the present embodiment, the target virtual object can be displayed on the virtual ground in the virtual scene in a first display style, and then in response to the triggering operation of the direction control, the target virtual object is displayed in a second display style, 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 the target virtual object displayed in the second display style is controlled to fly according to the control direction. Specifically, it can be that the target virtual object is displayed as a small water drop on the virtual ground in the virtual scene, and becomes a snowflake floating (flying) after the triggering operation of the direction control, or it can be that the target virtual object is displayed as an ink pattern on the virtual ground in the virtual scene, and becomes a character flying after the triggering operation of the direction control. As shown in FIG. 14, the first virtual object 1405 flies in a virtual character style, which is not specifically limited here.
[0150] Through the above-mentioned embodiments of the present application, different display styles of virtual objects are displayed in different states and scenes, which enriches the entertainment and diversity of the game, and further improves the sense of investment and participation of the players.
[0151] In an optional embodiment, the above-mentioned configuration of the target virtual object determined from the at least one virtual object into an activated state comprises:
[0152] S1, obtaining a display order of the at least one virtual object;
[0153] S2, determining a first displayed virtual object in the at least one virtual object as the target virtual object according to the display order;
[0154] S3, configuring the target virtual object into an activated state.
[0155] It can be understood that in the embodiment, the display order of the at least one virtual object is first acquired, and the display order can be a time order of display, a position order of display, etc., then a first displayed virtual object in the at least one virtual object is determined as a target virtual object according to the display order, and the target virtual object is further configured in an active state; as an optional embodiment, when the display order is to display in a time order, the first displayed virtual object is taken as the target virtual object, and the first virtual object is set in an attack state, as shown in FIG. 15, the current virtual character 1503 controls the movement control 1501 and the skill control 1502 to complete the interactive operation in response to the control operation of the player, for example, hits the target virtual character 1504, and each hit displays a virtual object (a first virtual object 1505, a second virtual object 1506, and a third virtual object 1507), the left character is the current virtual character 1503, the first virtual object 1505 in the figure is emitted by the current virtual character at a first time, the second virtual object 1506 is emitted by the current virtual character at a second time, and the third virtual object 1507 is emitted by the current virtual character at a third time, the first time is the earliest time, and therefore the target virtual object is the first virtual object 1505, or when the display order is to display in a position order, the virtual object closest to the position of the current virtual character or the target virtual character is taken as the target virtual object, as shown in FIG. 16, the current virtual character 1603 controls the movement control 1601 and the skill control 1602 to complete the interactive operation in response to the control operation of the player, for example, hits the target virtual character 1604, and each hit displays a virtual object (a first virtual object 1605, a second virtual object 1606, and a third virtual object 1607), the left character is the current virtual character 1603, the first virtual object 1605, the third virtual object 1607, and the second virtual object 1606 are away from the current virtual character in turn (L1>L3>L2), and therefore the target virtual object is the second virtual object 1605, and the virtual object is set in an attack state, which is not limited here.
[0156] Through the above-mentioned embodiments of the present application, the target virtual object is determined according to different methods of determining the display order of the virtual object, thereby providing more choices and strategies for the player, increasing the interest and challenge of the game, and enabling the player to select different props and skills to deal with the enemy or complete the task according to different situations, thereby solving the technical problem that the control method of the virtual object in the existing virtual scene control mechanism is relatively single.
[0157] In an optional embodiment, after the character state of the target virtual character is updated in response to the target virtual object hitting the target virtual character, the method further includes:
[0158] S1, in a case where the object quantity of the 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 moving track indicated by the control operation;
[0160] S3, in response to the target virtual object hitting the target virtual character, updating a character state of the target virtual character.
[0161] In the embodiment, in a case where the object quantity of the 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 a display order, the display order can be a time order of display, a position order of display, etc., further, in response to a control operation on the target virtual object, the target virtual object is displayed moving according to a moving track indicated by the control operation, and in response to the target virtual object hitting the target virtual character, a character state of the target virtual character is updated. As an optional embodiment, if the quantity of the remaining virtual objects is 3, the virtual objects displayed in the virtual scene from long to short in time can be sequentially determined as target virtual objects, the target virtual objects move according to the control operation, for example, the first virtual object 1505, the second virtual object 1506 and the third virtual object 1507 remaining in FIG. 15, the first virtual object 1505 is emitted by the current virtual character 1503 at a first time, the second virtual object 1506 is emitted by the current virtual character 1503 at a second time, and the third virtual object 1507 is emitted by the current virtual character 1503 at a third time, the first time is the earliest time, the first virtual object 1505 is displayed in the virtual scene for the longest time, and the display time of the second virtual object 1506 and the third virtual object 1507 decreases in turn, 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, for example, dizziness, blood loss, etc., the virtual characters in the virtual scene from near to far from the current virtual character or the target virtual character can also be sequentially determined as target virtual characters, the target virtual characters move 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, for example, dizziness, blood loss, etc.
[0162] In an optional embodiment, after the target virtual object determined from the at least one virtual object is configured as an active state, the method further comprises:
[0163] S1, in a case where the control duration of the control operation on the target virtual object is less than the preset duration and the target virtual object hits the target virtual character, display state change information, wherein the state change information is used to indicate that the character state of the virtual character is updated;
[0164] S2, in a case where 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 can be understood that the state change information described above can be, but is not limited to, an increase or decrease in character life value, energy value, armor value, skill cooling state change, movement speed change, control state change such as dizziness, immobilization, silence, character form change such as standing, running, etc., which are not specifically limited here.
[0166] In a case where 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 display of the target virtual object is canceled, specifically, after the control duration of the current virtual character releasing the virtual ink group exceeds 10s and the virtual ink group has not hit the virtual character, the virtual ink group disappears, as shown in FIG. 3, the virtual object gradually changes from black to transparent, which is only an example and is not specifically limited.
[0167] In an optional embodiment, the above updating the character state of the target virtual character in response to the target virtual object hitting the target virtual character comprises:
[0168] S1, in a case where the character state includes a character active state indicated according to 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 less than the fifth value.
[0170] In the embodiment, in a case where the character state includes a character active state indicated according to an active state parameter, a damage value corresponding to the target virtual object is obtained, and then the active state parameter of the target virtual character is adjusted from a fifth value to a sixth value according to the damage value, and the sixth value is less than the fifth value, for example, the initial blood of the target virtual character is 50, the damage value of the target virtual object is 10%, and the blood of the target virtual character after damage is 45, which is not specifically limited here.
[0171] According to the above embodiments of the present application, the activity state parameter of the target virtual character is adjusted according to the damage value, which can enrich the battle system of the game, make the player develop more diversified battle strategies, increase the depth of controlling the virtual character and the battle fun, make the control operation more strategic and interesting, and thus solve the technical problem that the control method of the virtual object is relatively single in the existing virtual scene control mechanism.
[0172] In an optional embodiment, in the case that the character state includes the character activity state indicated according to the activity state parameter, the damage value corresponding to the target virtual object is obtained, including:
[0173] S1, in the case that at least one virtual object is determined as the target virtual object in turn, the damage value corresponding to the target virtual object is determined according to the object order matched by the target virtual object respectively, wherein the first damage value corresponding to the target virtual object with the object order in the front is less than or equal to the second damage value corresponding to the target virtual object with the object order in the back.
[0174] In the embodiment, in the case that at least one virtual object is determined as the target virtual object in turn, the damage value corresponding to the target virtual object is determined according to the object order matched by the target virtual object respectively, wherein the first damage value corresponding to the target virtual object with the object order in the front is less than or equal to the second damage value corresponding to the target virtual object with the object order in the back. It should be noted that the object order can be matched according to the time sequence or the position sequence, that is, the object order of the target virtual object can be determined in the time sequence or the object order of the target virtual object can be determined according to the distance between the target virtual object and the current virtual character or the target virtual character, which is not limited 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 blood volume of the target virtual character is 50, the damage value of the first flying bomb is 10, the blood volume after the first flying bomb hits is 40, the damage value of the second flying bomb is 5, the blood volume after the second flying bomb hits is 35, and the blood volume after the damage is 30, and so on.
[0175] According to the above embodiments of the present application, the object matching order of the target object can be set in various ways, and then the damage value corresponding to the target virtual object is determined according to the object order matched by the target virtual object respectively, the difficulty of the game is increased by setting different damage values of the props and skills, so as to bring greater challenge and stimulation to the player, and thus solve the technical problem that the control method of the virtual object is relatively single in the existing virtual scene control mechanism.
[0176] The complete implementation process of the present application is described below in combination with FIGS. 17-18.
[0177] The following describes a common virtual missile control process of a virtual object of the present application in combination with FIG. 17.
[0178] S1702, a skill is released (the current virtual character triggers an interactive operation), a player clicks a skill button to control the current virtual character to release a skill, and an A frame (an attack hit frame) of a flying prop ink ball in front of the current virtual character is determined;
[0179] S1704, whether the skill hits is determined; if not, S1704-2 is executed, a second virtual missile is invalid, that is, the A frame determination of the flying prop ink ball and the enemy (a target virtual character) hit frame do not cross, and it is determined that the enemy is not hit, the second virtual missile is generated, and the current round is ended;
[0180] If it is hit, S1706 is executed to determine the number of hits of the skill;
[0181] If the skill is the first hit, S1708-1 is executed, and then S1708-2 is executed to generate a No. 1 virtual missile at the hit position; if the skill is the second hit, S1710-1 is executed, and then S1710-2 is executed to generate a No. 2 virtual missile at the hit position; if the skill is the third hit, S1712-1 is executed, and then S1710-2 is executed to generate a No. 3 virtual missile at the hit position; and S1716 is continuously executed, and the skill is released;
[0182] Specifically, if the A frame determination of the flying prop ink ball and the enemy hit frame cross, it is determined that the enemy is hit, and the number of hits is determined at this time; if there is no second virtual missile on the field at this time, it is the first hit, and a second virtual missile “No. 1 virtual missile” is generated at the hit position; if there is already a second virtual missile on the field at this time, it is the second hit, and a second virtual missile “No. 2 virtual missile” is generated at the hit position; if there are already two second virtual missiles on the field at this time, it is the third hit, and a second virtual missile “No. 3 virtual missile” is generated at the hit position; if there are already three second virtual missiles on the field at this time, it is the fourth hit, and a second virtual missile “No. 4 virtual missile” is generated at the hit position; the first three second virtual missiles “No. 1 virtual missile”, “No. 2 virtual missile” and “No. 3 virtual missile” hit the enemy, and the skill release is completed and the current round is ended;
[0183] If the skill is the fourth hit, S1714-1 is executed, and then S1714-2 is executed to generate a No. 4 virtual missile at the hit position, and S1718 is continuously executed, and the release is completed, and the interactive operation triggered by the current virtual character meets the interactive condition;
[0184] Continue to execute S1720, the skill enters the strengthening mode;
[0185] Finally, end the operation; specifically, if the fourth secondary virtual missile "virtual missile No. 4" hits the enemy, the skill enters the strengthening mode, and then the skill settlement of this time is ended.
[0186] The following describes the process of releasing the strengthened skill after entering the strengthening mode in combination with FIG. 18:
[0187] S1802, release the strengthened skill, the player clicks the skill button to control the current virtual character to release the strengthened skill, that is, in the case that the virtual missile is in the activated state, the control operation of the target virtual object (missile) is responded to;
[0188] S1804, judge how many secondary virtual missiles are left on the field;
[0189] If there is one left, execute S1806-1, and then execute S1806-2 to control the virtual missile No. 4; if there are two left, execute S1808-1, and then execute S1808-2 to control the virtual missile No. 3; if there are three left, execute S1810-1, and then execute S1810-2 to control the virtual missile No. 2; if there are four left, execute S1812-1, and then execute S1812-2 to control the virtual missile No. 1;
[0190] Specifically, if there are "virtual missile No. 1", "virtual missile No. 2", "virtual missile No. 3" and "virtual missile No. 4" left on the field, control the secondary virtual missile "virtual missile No. 1" to attack the enemy; if there are "virtual missile No. 2", "virtual missile No. 3" and "virtual missile No. 4" left on the field, control the secondary virtual missile "virtual missile No. 2" to attack the enemy; if there are "virtual missile No. 3" and "virtual missile No. 4" left on the field, control the secondary virtual missile "virtual missile No. 3" to attack the enemy; if there is "virtual missile No. 4" left on the field, control the secondary virtual missile "virtual missile No. 4" to attack the enemy;
[0191] Further, execute S1814 to judge whether the enemy is hit; if the enemy is not hit, end the operation;
[0192] If the enemy is hit, execute S1816 to cause corresponding damage and knock the enemy; continue to execute S1818 to judge whether the enemy is knocked by the secondary virtual missile; if the enemy is knocked by the secondary virtual missile, execute S1820 to return the skill to the normal state, reset the hit times, and end 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 "1st virtual missile" virtual missile causes the least damage, the "2nd virtual missile" virtual missile increases the "3rd virtual missile", the "3rd virtual missile" virtual missile increases on the basis of the previous virtual missile, the "4th virtual missile" virtual missile causes the most damage, and after the "4th virtual missile" virtual missile hits the enemy, the skill returns to the normal state and resets all skill hit times, and thus the skill release logic loop ends.
[0194] That is, in the above embodiment, as shown in FIG. 3, the player controls the current virtual character to release a skill, and the current virtual character throws a ink group forward, the ink group can fly 7M distance (the farthest distance), and when the ink group reaches the farthest distance without hitting the enemy, the ink group disappears.
[0195] Then, as shown in FIG. 4, when the ink group hits the enemy, a second virtual missile (virtual object 401) appears at the position of the hit enemy, if the second virtual missile is the first second virtual missile appearing on the field at this time, as shown in FIG. 5, the first second virtual missile is "first virtual object 505" (1st virtual missile), and the enemy is knocked away at the same time.
[0196] Subsequently, as shown in FIG. 5, the current virtual character displays a second virtual missile at the position of each time the skill hits the enemy, and the second virtual missile appearing on the field is "second virtual object 506" (2nd virtual missile), the third virtual missile is "third virtual object 507" (3rd virtual missile), and the fourth virtual missile is "fourth virtual object 508" (4th virtual missile). In this embodiment, the virtual object is a virtual missile.
[0197] When the field is full of "1st virtual missile-2nd virtual missile-3rd virtual missile-4th virtual missile" four virtual missiles, the skill becomes an enhanced skill; releasing the enhanced skill, the current virtual character controls the second virtual missile on the field to be launched forward, the launching rule of the second virtual missile is that each time the skill is released, the player controls the flight path direction of a second virtual missile through the direction key, one second virtual missile is launched each time the skill is released, and as shown in FIG. 6, the "1st virtual missile-2nd virtual missile-3rd virtual missile-4th virtual missile" (i.e. "first virtual object 605-second virtual object 606-third virtual object 607-fourth virtual object 608" in FIG. 6) are launched in sequence. After releasing the enhanced skill four times, all second virtual missiles on the field are launched, and the enhanced skill returns to the skill state.
[0198] Specifically, as shown in FIG. 6, the up direction key is moved upward, the second virtual missile is controlled to fly upward, and the second virtual missile is controlled to hit the enemy (as shown in FIG. 7) or disappear after a certain time period.
[0199] The first time the enhanced skill is released, as shown in FIG. 6, there are a first virtual object 605, a second virtual object 606, a third virtual object 607, and a fourth virtual object 608, and the current virtual character 603 attacks the target virtual character 604 in response to the control operation of the player, wherein the first virtual object 605 (No. 1 virtual missile) hits the enemy.
[0200] Then, 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 skill for the second time, and the interface is switched to display as shown in FIG. 19, wherein there are a first virtual object 1905, a second virtual object 1906, a third virtual object 1907, and a fourth virtual object 1908, and the current virtual character 1903 attacks the target virtual character 1904 in response to the control operation of the player, wherein the next second virtual missile “second virtual object 1906” is controlled to hit the enemy, and the virtual objects that are not released are represented by solid lines, and the virtual objects that are released are represented by dashed lines, or the second virtual missile disappears after a certain time period.
[0201] Then, 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 skill for the third time, and the interface is switched to display as shown in FIG. 20, wherein the next second virtual missile “third virtual object 2007” is controlled to hit the enemy, or the second virtual missile disappears after a certain time period, and there are a first virtual object 2005, a second virtual object 2006, a third virtual object 2007, and a fourth virtual object 2008 in FIG. 20, and the current virtual character 2003 attacks the target virtual character 2004 in response to the control operation of the player.
[0202] Then, in response to the user triggering the skill control 2002 for the fourth time, the current virtual character 2003 is controlled to release the enhanced skill for the fourth time, and the interface is switched to display as shown in FIG. 21. The next secondary virtual missile "fourth virtual object 2108" is controlled to hit the enemy. In the figure, the virtual objects that are not released are represented by solid lines, and the virtual objects that have been released are represented by dashed lines. Alternatively, after the control time exceeds a certain time, the secondary virtual missile will disappear. In FIG. 21, there are the first virtual object 2105, the second virtual object 2106, the third virtual object 2107, the fourth virtual object 2108, the current virtual character 2103, the movement control 2101, and the skill control 2102 controlled to move and attack the target virtual character 2104 in response to the control operation of the player. In addition, the damage of the secondary virtual missile to the enemy will gradually increase each time the secondary virtual missile hits the enemy. The specific damage values of the secondary virtual missile to the enemy after hitting are: the fourth virtual missile > the third virtual missile > the second virtual missile > the first virtual missile.
[0203] As another optional implementation, the ink group missile in the above example can also be a brushstroke missile. Specifically, as shown in FIG. 3, the player controls the current virtual character to release a skill. The current virtual character throws an ink group forward. The ink group can fly a distance of 7M. When the ink group reaches the farthest distance and still does not hit the enemy, the ink group disappears.
[0204] Then, as shown in FIG. 11, when the ink group hits the enemy, a virtual brushstroke appears at the position where the enemy is hit. If the virtual brushstroke is the first virtual brushstroke (virtual object 1101) appearing on the field at this time, the virtual object is a virtual brushstroke "surprise", and the enemy will be knocked away at the same time.
[0205] Subsequently, the current virtual character displays a virtual object at the position where the enemy is hit each time a skill hits the enemy. The second virtual brushstroke appearing on the field is "hong", the third virtual brushstroke is "zhi", and the fourth virtual brushstroke is "pen", as shown in FIG. 22. There are the first virtual object 2205, the second virtual object 2206, the third virtual object 2207, and the fourth virtual object 2208. The current virtual character 2203 controls the movement control 2201 and the skill control 2202 to attack the target virtual character 2204 in response to the control operation of the player. The fourth virtual object 2208 (the virtual brushstroke "pen" hits the target virtual character 2204);
[0206] When the field is full of "surprise-hong-zhi-pen" four characters, the skill becomes an enhanced skill.
[0207] The enhanced skill one is released, and the current virtual character will control the virtual brush calligraphy on the field to be launched forward. The rule of launching the virtual brush calligraphy is that each time the skill is released, the player will control the flight path direction of a virtual brush calligraphy through the direction key (the specific control mode is shown in FIG. 13), one virtual brush calligraphy is launched each time the skill is released, and the virtual brush calligraphies are launched in the order of "surprise-horizon-ink", as shown in FIG. 13, there are a first virtual object 1305, a second virtual object 1306, a third virtual object 1307, and a fourth virtual object 1308, and the current virtual character 1303 attacks the target virtual character 1304 in response to the control operation of the player. After the enhanced skill one is released four times, all virtual brush calligraphies on the field will be launched, and the enhanced skill one returns to the skill one state;
[0208] Specifically, as shown in FIG. 13, the direction key is moved upward to control the virtual brush calligraphy to fly upward, then as shown in FIG. 14, the direction key is moved rightward again in the flight of the virtual brush calligraphy to control the virtual brush calligraphy to fly rightward, and finally as shown in FIG. 23, the moving control 2301 is controlled in real time to control the virtual brush calligraphy to hit the enemy. In FIG. 14, there are a first virtual object 1405, a second virtual object 1406, a third virtual object 1407, and a fourth virtual object 1408, and the current virtual character 1403 attacks the target virtual character 1404 in response to the control operation of the player;
[0209] In FIG. 23, there are a first virtual object 2305, a second virtual object 2306, a third virtual object 2307, and a fourth virtual object 2308, and the current virtual character 2303 attacks the target virtual character 2304 in response to the control operation of the player. The virtual brush calligraphy will disappear after the control time exceeds a certain time. As shown in FIG. 23, the enhanced skill one is released for the first time, and in FIG. 23, there are virtual brush calligraphies "surprise", "horizon", "ink", and "ink", wherein the virtual brush calligraphy "surprise" (the first virtual object 2305) hits the enemy, and the current virtual character 2303 hits the target virtual character 2304 in response to the control operation of the player;
[0210] Then, in response to the user triggering the skill control 2302 for the second time, the current virtual character 2303 is controlled to release the strengthened skill for the second time, and the interface is switched to display as shown in FIG. 24 (the strengthened skill is released for the second time, the next second virtual object 2406, i.e., the virtual brushstroke character "Hong", is controlled to hit the enemy, the virtual objects not released are displayed in the form of brushstroke characters, the virtual brushstroke characters released are displayed as surrounded by a dashed line, or the virtual brushstroke characters will disappear after a control time period exceeds a certain time), and as shown in FIG. 24, there are the first virtual object 2405, the second virtual object 2406, the third virtual object 2407, the fourth virtual object 2408, and the current virtual character 2403 controlled to move according to the control operation of the player and attack the target virtual character 2404 according to the control operation of the player.
[0211] Then, in response to the user triggering the skill control 2402 for the third time, the current virtual character 2403 is controlled to release the strengthened skill for the third time, and the interface is switched to display as shown in FIG. 25 (the strengthened skill is released for the third time, the next third virtual object 2507, i.e., the virtual brushstroke character "Zhi", is controlled to hit the enemy, or the virtual brushstroke characters will disappear after a control time period exceeds a certain time), and as shown in FIG. 25, there are the first virtual object 2505, the second virtual object 2506, the third virtual object 2507, the fourth virtual object 2508, and the current virtual character 2503 controlled to move according to the control operation of the player and attack the target virtual character 2504 according to the control operation of the player.
[0212] Then, in response to the user triggering the skill control 2502 for the fourth time, the current virtual character 2503 is controlled to release the strengthened skill for the fourth time, and the interface is switched to display as shown in FIG. 26 (the strengthened skill is released for the fourth time, the next fourth virtual object 2608, i.e., the virtual brushstroke character "Bi", is controlled to hit the enemy, the virtual objects not released are displayed in the form of brushstroke characters, the virtual brushstroke characters released are displayed as surrounded by a dashed line, or the virtual brushstroke characters will disappear after a control time period exceeds a certain time), and as shown in FIG. 26, there are the first virtual object 2605, the second virtual object 2606, the third virtual object 2607, the fourth virtual object 2608, and the current virtual character 2603 controlled to move according to the control operation of the player and attack the target virtual character 2604 according to the control operation of the player, and the damage of the virtual brushstroke characters hitting the enemy will gradually increase, and the specific damage values of the virtual brushstroke characters hitting the enemy are: Bi>Zhi>Hong> Jing.
[0213] In yet another optional embodiment, in the above virtual scene, a target virtual character (enemy hero) in a different character camp and a reference virtual character (ally hero) in the same character camp as the current virtual character are included, the current virtual character fights with enemy A (the target virtual character), the current virtual character releases skill X, enemy A releases skill Y, a virtual object (such as a virtual balloon) is displayed at the intersection position when the skill X and the skill Y skill tracks intersect, the interaction condition can be that when the number of displayed virtual balloons reaches 3, the three virtual balloons in turn become three virtual bombs, the selection skill control activates the virtual bomb to attack the target virtual character, each virtual bomb attacks (explodes) the closest reference virtual character or enemy A, the damage value of the first virtual bomb is greater than that of the second virtual bomb, which is greater than that of the third virtual bomb. Here is only an example, not specific restrictions.
[0214] Through the above embodiments of the present application, after the virtual object in the ordinary skill is released and the enhanced skill release condition is met, the enhanced skill release virtual object triggers the interaction operation with other virtual characters, and the virtual objects in different orders in the enhanced skill correspond to different damage values, thereby controlling the virtual objects to cause different effects on other virtual characters, realizing a new virtual object control method, and solving the technical problem that the control method of the virtual object in the existing virtual scene control mechanism is relatively single.
[0215] It should be noted that, for the above-mentioned method embodiments, in order to simply describe, they are all expressed as a series of action combinations, but those skilled in the art should know that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other order or simultaneously. Secondly, those skilled in the art should know that the embodiments described in the specification all belong to preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
[0216] According to another aspect of the embodiments of the present application, a virtual object control device for implementing the above virtual object control method is also provided. As shown in FIG. 27, the device includes:
[0217] The first display unit 2702 is configured to display a target virtual character interacting with a current virtual character in a virtual scene;
[0218] The second display unit 2704 is configured to display at least one virtual object at an interaction key position associated with the interaction operation in the virtual scene when the interaction condition is met in the interaction operation triggered by the current virtual character;
[0219] The control unit 2706 is configured to, in a case where a target virtual object in the at least one virtual object is in an active state, control the target virtual object to move according to a movement track indicated by a control operation on the target virtual object in response to the control operation.
[0220] The determination unit 2708 is configured to update a role 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 of the virtual object further includes a first determination unit configured to: in a case where the interaction operation triggered by the current virtual character hits a first virtual character, determine that the interaction operation triggered by the current virtual character meets the interaction condition, and display at least one virtual object at a role position of the first virtual character, wherein the interaction key position includes the role position of the first virtual character; in a case where the interaction operation triggered by the current virtual character produces a defense to an attack operation triggered by a second virtual character, determine that the interaction operation triggered by the current virtual character meets the interaction condition, and display at least one virtual object at a role position of the current virtual character, wherein the interaction key position includes the role position of the current virtual character; in a case where a first operation track of the interaction operation triggered by the current virtual character intersects with a second operation track of the interaction operation triggered by a third virtual character, determine that the interaction operation triggered by the current virtual character meets the interaction condition, and display at least one virtual object at a position corresponding to a track intersection point of the first operation track and the second operation track, wherein the interaction key position includes the position corresponding to the track intersection point.
[0222] As an optional solution, the first determination unit is further configured to: in a case where the interaction operation is a skill operation, determine a first object type of the virtual object according to a skill track display style corresponding to the skill operation; display the virtual object of the first object type at the interaction key position; in a case where the interaction operation is an attack operation, determine a second object type of the virtual object according to a role display style of the current virtual character; and display the virtual object of the second object type at the interaction key position.
[0223] As an optional solution, the first determining unit is further configured to: in a case where the interaction operation is a skill operation, acquire a skill trajectory direction of the skill operation in response to a triggering operation of the skill operation; display a skill trajectory of the skill operation dynamically from a role position of the first virtual character as a starting position and in the skill trajectory direction; determine that the interaction operation triggered by the current virtual character hits the first virtual character in a case where a trajectory length of the displayed skill trajectory is less than or equal to a preset distance and the displayed skill trajectory reaches the role position of the first virtual character; and cancel the display of the skill trajectory in a case where the trajectory length of the displayed skill trajectory is equal to the preset distance and the displayed skill trajectory does not reach the role position of the first virtual character.
[0224] As an optional solution, the first determining unit is configured to cancel the display of the skill trajectory in the target dynamic style.
[0225] As an optional solution, the first determining unit further includes a first determining module configured to determine that the first virtual character is affected by a gain effect in a case where the first virtual character and the current virtual character are in the same role camp, and determine that the first virtual character is affected by a negative effect in a case where the first virtual character and the current virtual character are in different role camps.
[0226] As an optional solution, the first determining unit further includes a first adjusting unit configured to adjust an active state parameter of the first virtual character from a first value to a second value, wherein the first virtual character is determined to be in an active state in the virtual scene in a case where the active state parameter of the first virtual character is greater than or equal to 0, and the second value is less than the first value; adjust a moving state parameter of the first virtual character from a third value to a fourth value, wherein the moving state parameter is used to indicate a moving speed of the first virtual character in the virtual scene, and the fourth value is less than the third value; and update a knock-off parameter of the first virtual character according to the interaction operation, wherein the first virtual character is displayed to fly in the virtual scene according to a preset flight trajectory in a case where the knock-off parameter of the first virtual character meets a value condition.
[0227] As an optional solution, the first display unit 2702 further includes a second adjustment unit configured to, in response to a triggering operation on a target skill control, configure a target virtual object determined from the at least one virtual object to the active state, in a case where the number of the at least one virtual object is greater than or equal to a first number, wherein the target skill control is used to trigger the interactive operation of the current virtual character and configure the active state of the target virtual object; and in response to a selection operation on the target virtual object, determine to configure the target virtual object to the active state, in a case where the number of the at least one virtual object is greater than or equal to the first number.
[0228] As an optional solution, the second adjustment unit further includes a first adjustment module configured to, in response to a control operation on the target skill control in a first control state, determine 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; and in a case where the number of the virtual objects is greater than or equal to the first number, switch the target skill control from the first control state to a second control state, wherein the target skill control in the second control state is used to configure the active state of the target virtual object.
[0229] As an optional solution, the second adjustment unit further includes a switching module configured to, in a case where the number of the at least one virtual object displayed in the virtual scene is less than or equal to a second number, switch the target skill control from the second control state to the first control state.
[0230] As an optional solution, the control unit 2706 further includes a first control unit configured to, in response to a triggering operation on a direction control, determine that the control operation on the target virtual object is received; obtain a control direction determined according to the direction control, and control the target virtual object to move according to the control direction; and in a case where the control direction determined by the direction control is updated, control the target virtual object to move according to the updated control direction.
[0231] As an optional solution, the control unit 2706 further includes a second control unit configured to display the target virtual object in a first display style on a virtual ground in the virtual scene; in response to a triggering operation on the direction control, display the target virtual object in a second display style, where the second display style is used to indicate that the target virtual object is in the active state; obtain a control direction determined according to the direction control, and control the target virtual object displayed in the second display style to fly according to the control direction.
[0232] As an optional solution, the first display unit 2702 further includes a first display module configured to obtain a display order of at least one virtual object; determine a first displayed virtual object in the at least one virtual object as the target virtual object according to the display order; and configure the target virtual object in the active state.
[0233] As an optional solution, the control unit 2706 further includes a third control unit configured to, in a case where a number of remaining virtual objects in the virtual scene is greater than or equal to 1, determine the remaining virtual objects in the display order as the target virtual object in turn; in response to a control operation on the target virtual object, control the target virtual object to move according to a movement track indicated by the control operation; and in response to the target virtual object hitting the target virtual character, update the character state of the target virtual character.
[0234] As an optional solution, the first unit further includes a second display module configured to, in a case where a 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, display state change information, where the state change information is used to indicate that the character state of the virtual character is updated; and in a case where 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 displaying the target virtual object.
[0235] As an optional solution, the first unit further includes a third display module configured to, in a case where the character state includes a character active state indicated according to an active state parameter, obtain a damage value corresponding to the target virtual object; and adjust the active state parameter of the target virtual character from a fifth value to a sixth value according to the damage value, where the sixth value is less than the fifth value.
[0236] As an optional solution, the first unit further includes a fourth display module configured to determine a damage value corresponding to each target virtual object according to an object order matched by the target virtual object in a case that at least one virtual object is determined to be the target virtual object in sequence, wherein the first damage value corresponding to the target virtual object with a prior object order is less than or equal to the second damage value corresponding to the target virtual object with a subsequent object order.
[0237] Optionally, in the present embodiment, the implementation of each unit module can refer to the above-mentioned method embodiments, which will not be repeated here.
[0238] According to another aspect of the embodiments of the present application, an electronic device for implementing the above-mentioned virtual object control method is further provided, which can be a terminal device or a server as shown in FIG. 28. The present embodiment takes the terminal device as an example to illustrate. As shown in FIG. 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 by the computer program.
[0239] Optionally, in the present embodiment, the electronic device can be located in at least one network device of a plurality of network devices of a computer network.
[0240] Optionally, in the present embodiment, the processor can be configured to execute the virtual object control method provided in the above-mentioned embodiments by the computer program.
[0241] Optionally, those skilled in the art can understand that the structure shown in FIG. 28 is only schematic, and the electronic device can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, a mobile internet device (MID), a PAD, and the like. The structure of the electronic device shown in FIG. 28 does not limit the structure of the electronic device. For example, the electronic device can further include more or less components (such as a network interface) than those shown in FIG. 28, or have a different configuration from that shown in FIG. 28.
[0242] The 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. The processor 2804 executes various functions and data processing by running the software programs and modules stored in the memory 2802, that is, implements the virtual object control method described above. The memory 2802 can include a high-speed random access memory, and can also include a non-volatile memory such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some examples, the memory 2802 can further include a memory remotely arranged with respect to the processor 2804, which can be connected to the terminal through a network. Examples of the above network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof. Specifically, the memory 2802 can be used to store, but is not limited to, information such as elements in a scene picture and virtual object control information. As an example, as shown in FIG. 28, the memory 2802 can include, but is not limited to, the first display unit 2702, the second display unit 2704, the control unit 2706, and the determination unit 2708 in the virtual object control device described above. In addition, other module units in the virtual object control device described above can also be included, which will not be described in detail in this example.
[0243] Optionally, the transmission device 2806 is configured to receive or send data via a network. Specific examples of the network can include wired networks and wireless networks. In one example, the transmission device 2806 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network. In one example, the transmission device 2806 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet in a wireless manner.
[0244] In addition, the electronic device further includes a display 2808 configured to display a virtual scene in an interface, and a connection bus 2810 configured to connect various module components in the electronic device.
[0245] In other embodiments, the terminal device or the server can be a node in a distributed system, where the distributed system can be a blockchain system, which can be a distributed system formed by the plurality of nodes communicating through a network. The nodes can form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing device, such as a server, a terminal, or an electronic device, can become a node in the blockchain system by joining the peer-to-peer network.
[0246] According to an aspect of the present application, a computer program product is provided, which includes a computer program containing program codes for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from a network by a communication part, and / or installed from a detachable medium. When the computer program is executed by a central processing unit, various functions provided by the embodiments of the present application are executed.
[0247] The above-mentioned serial numbers of the embodiments of the present application are only for description, and do not represent the advantages or disadvantages of the embodiments.
[0248] According to an aspect of the present application, a computer readable storage medium is provided, from which a processor of a computer device reads computer instructions, and the processor executes the computer instructions, so that the computer device executes the above-mentioned control method of the virtual object.
[0249] Optionally, in the present embodiment, the above-mentioned computer readable storage medium can be configured to store a computer program for executing the control method of the virtual object provided by the above-mentioned embodiments.
[0250] Optionally, in the present embodiment, it can be understood by those skilled in the art that all or part of the steps in the above-mentioned embodiments can be completed by instructing the hardware related to the terminal device by a program, which can be stored in a computer readable storage medium, and the storage medium can include a flash disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0251] The integrated units in the above-mentioned embodiments, if realized in the form of software function units and sold or used as independent products, can be stored in the above-mentioned computer readable storage medium. Based on such understanding, the technical solutions of the present application essentially or the parts that make contributions to the prior art or the whole or part of the technical solutions can be embodied in the form of software products, which are stored in a storage medium, and include a number of instructions for causing 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 of the embodiments of the present application.
[0252] In the above-mentioned embodiments of the present application, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the relevant description of other embodiments.
[0253] In several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other manners. Of course, the unit as described above is only illustrative. For example, the division of the units is only a logical function division. There can be another division manner for the actual implementation, for example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections between the units can be indirect couplings or communication connections through some interfaces, accessors, or intermediaries, and can be electrical, mechanical, or in other forms.
[0254] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, that is, can be located in one place, or can be distributed on multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.
[0255] In addition, each functional unit in each embodiment of the present application can be integrated into a processing unit, or each unit can exist physically, or two or more units can be integrated into one unit. The integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
[0256] The above is only a preferred embodiment of the present application. It should be pointed out that, for those skilled in the art, without departing from the principles of the present application, a number of improvements and refinements can be made, which should be considered as the protection scope 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.