Method and apparatus for jump control in game, and electronic device
By introducing graphical user interface icons for multiple jumping methods into the game, the high barrier to entry caused by the single jumping operation was solved, improving the game experience and player retention rate.
Patent Information
- Application Number
- PCT/CN2025/080850
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-26
- Filing Date
- 2025-03-05
- Publication Date
- 2025-10-30
AI Technical Summary
In existing technologies, the jump control methods in games are relatively simple, resulting in a high barrier to entry, a high learning cost for players, and a negative impact on the gaming experience.
By displaying jump indicator icons in the graphical user interface, which include multiple indicator progresses, the indicator progress is updated based on the operation parameters of the jump operation. The current indicator progress is determined upon the end of the jump operation, and the controlled virtual character is controlled to jump according to the corresponding jump method.
It enriches the jumping methods in the game, lowers the operation threshold, and improves the player's gaming experience and retention rate.
Smart Images

Figure CN2025080850_30102025_PF_FP_ABST
Abstract
Description
Jump control methods, devices, and electronic equipment in games
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202410519536.8, filed on April 26, 2024, entitled "Jump Control Method, Device and Electronic Equipment in Games", the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of graphical user interface technology, and more specifically, to a jump control method, apparatus, and electronic device in a game. Background Technology
[0004] In games, jumping is a commonly used skill for characters. Jumping typically involves multiple parameters, including jump height, trajectory, and landing point, resulting in a wide variety of jumping effects in games. One approach involves pre-setting these parameters, allowing the player to control the virtual character to jump according to these preset parameters after triggering the character's jump skill. However, this method produces relatively simple jumping effects and makes it difficult to control the virtual character to achieve desired game actions through jumping. Another approach is to determine one or more of these jump parameters based on the player's input, allowing the virtual character to perform various game actions through jumping. However, this method requires more precise player control, leading to a higher learning curve and impacting the player's overall gaming experience. Summary of the Invention
[0005] In view of this, the purpose of this disclosure is to provide a jump control method, device and electronic device in a game, so as to improve the controllability of a character's jump skills, reduce the operational threshold of jump skills and improve the player's gaming experience.
[0006] In a first aspect, embodiments of this disclosure provide a jump control method in a game, which provides a graphical user interface through a terminal device; the graphical user interface displays a game scene where a controlled virtual character is located; wherein the controlled virtual character is configured with multiple jump modes, each jump mode corresponding to a different jump height and / or jump distance; the method includes: in response to a jump operation, displaying a jump indicator on the graphical user interface, wherein the jump indicator includes multiple indicator progresses, each indicator progress being used to prompt the triggering of a corresponding jump mode; controlling and updating the indicator progress of the jump indicator based on the operation parameters of the jump operation, so that the indicator progress of the jump indicator corresponds to the operation parameters of the jump operation; in response to the end of the jump operation, determining the current indicator progress indicated by the jump indicator, and controlling the controlled virtual character to jump in the game scene according to the jump mode corresponding to the current indicator progress.
[0007] Secondly, embodiments of this disclosure provide a jump control device in a game, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual character is located; wherein the controlled virtual character is configured with multiple jump methods, each jump method corresponding to a different jump height and / or jump distance; the device includes: a jump indicator display module, configured to perform a jump indicator display on the graphical user interface in response to a jump operation, wherein the jump indicator includes multiple indicator progresses, each indicator progress being used to prompt the triggering of the corresponding jump method; an indicator progress update module, configured to perform an update of the indicator progress of the jump indicator based on the operation parameters of the jump operation, so that the indicator progress of the jump indicator corresponds to the operation parameters of the jump operation; and a jump control module, configured to perform a jump operation in response to the end of the jump operation, determine the current indicator progress indicated by the jump indicator, and control the controlled virtual character to jump in the game scene according to the jump method corresponding to the current indicator progress.
[0008] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the jump control method in the game described above.
[0009] Fourthly, embodiments of this disclosure provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned jump control method in the game.
[0010] The embodiments disclosed herein bring the following beneficial effects:
[0011] The aforementioned jump control method, device, and electronic device in a game, in response to a jump operation, displays a jump indicator on a graphical user interface. The jump indicator includes multiple indicator progresses, each used to prompt the triggering of a corresponding jump method. The indicator progress of the jump indicator is updated based on the operation parameters of the jump operation, ensuring that the indicator progress corresponds to the operation parameters. Upon completion of the jump operation, the current indicator progress indicated by the jump indicator is determined, and the controlled virtual character is controlled to jump in the game scene according to the jump method corresponding to the current indicator progress. This method provides multiple jump methods for the controlled virtual character and indicates the jump method determined by the player's current control operation through the jump indicator, enriching the jump options in the game, improving the player's gaming experience, and to some extent increasing player retention.
[0012] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0014] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this disclosure, the accompanying drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the accompanying drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0015] Figure 1 is a flowchart of a jump control method in a game provided in one of the embodiments of this disclosure;
[0016] Figure 2 is a schematic diagram of a graphical user interface displaying a jump indicator provided in one of the embodiments of this disclosure;
[0017] Figure 3 is a schematic diagram of another graphical user interface displaying a jump indicator provided in one of the embodiments of this disclosure;
[0018] Figure 4 is a schematic diagram of another graphical user interface displaying a jump indicator provided in one of the embodiments of this disclosure;
[0019] Figure 5 is a schematic diagram of a graphical user interface displaying a jump indicator provided in one of the embodiments of this disclosure;
[0020] Figure 6 is a schematic diagram of a graphical user interface displaying trajectory indicator marks provided in one of the embodiments of this disclosure;
[0021] Figure 7 is a schematic diagram of another graphical user interface displaying trajectory indicator marks provided in one of the embodiments of this disclosure;
[0022] Figure 8 is a schematic diagram of another graphical user interface displaying trajectory indicator marks provided in one of the embodiments of this disclosure;
[0023] Figure 9 is a schematic diagram of another graphical user interface displaying a jump indicator provided in one of the embodiments of this disclosure;
[0024] Figure 10 is a schematic diagram of a graphical user interface displaying jump indicator and trajectory indicator provided in one of the embodiments of this disclosure;
[0025] Figure 11 is a schematic diagram of another graphical user interface displaying jump indicator and trajectory indicator provided in one of the embodiments of this disclosure;
[0026] Figure 12 is a schematic diagram of a jump control device in a game provided in one of the embodiments of this disclosure;
[0027] Figure 13 is a schematic diagram of the structure of an electronic device provided in one of the embodiments of this disclosure. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0029] In games, there are several ways to handle virtual character jumps. For example, a charged-up forward lunge can be implemented, where players can adjust the lunge distance by charging, but this is usually handled rather simply and lacks precision. Another option is to trigger a parabolic jump when the player clicks the jump button, but this makes it difficult for players to predict the trajectory and landing point, resulting in a higher learning curve and difficulty of operation.
[0030] Based on this, the present disclosure provides a jump control method, device, and electronic device in a game, which can be applied to game scenarios including virtual characters with jumping skills.
[0031] In one embodiment of this disclosure, the jump control method in a game can run on a local terminal device or a server. When the jump control method in a game runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0032] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of jump control methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0033] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0034] Referring to Figure 1, a jump control method in a game provided by this disclosure will be introduced first. A graphical user interface (GUI) is provided through a terminal device; the GUI displays the game scene where the controlled virtual character is located. The controlled virtual character typically possesses jumping skills and is configured with multiple jumping methods. In specific implementations, each jumping method corresponds to a different jump height or a different jump distance, or different jumping methods may correspond to different jump heights and jump distances; this is not limited here. The method includes the following steps:
[0035] In step S102, in response to the jump operation, a jump indicator is displayed on the graphical user interface. The jump indicator includes multiple indicator progresses, and each indicator progress is used to prompt the triggering of the corresponding jump method.
[0036] The aforementioned jump operation can be a control operation performed by the user through a human-computer interaction device connected to the terminal device. This human-computer interaction device can be a mouse, keyboard, game controller, or touchscreen, etc. For example, when a user controls a virtual character to jump using a keyboard, a specific key on the keyboard can be set to control jumping; in this case, the jump operation can be a click, long press, or other operation on that key. When a user controls a virtual character to jump using a touchscreen, it is usually necessary to pre-set controls or touchable areas for controlling jumping in the graphical user interface; in this case, the jump operation can be a touch operation on these controls or touchable areas. Specific settings can be configured according to requirements and are not limited here.
[0037] Players can typically control the controlled virtual character to jump in different ways by changing the operation parameters of the jump action. For example, the jump action can be a double-tap, specifically a double-tap in touch operation or a double-tap on a button on a human-computer interaction device. Players can control the time interval between the two taps, thus changing the controlled virtual character's jump method. The jump action can also be a long-press action, where players can control the duration of the long press, thereby changing the controlled virtual character's jump method. The specific settings can be customized according to needs and are not limited here.
[0038] The aforementioned progress indicators can typically be modified using operational parameters. For example, when the jump operation is a double-click, the progress indicator can increase as the time interval between the two clicks increases; when the jump operation is a long press, the progress indicator can increase as the duration of the long press increases. Multiple progress indicator ranges can be preset, each with a corresponding jump method. For example, if the total range of progress indicators is 1-100, three progress indicator ranges can be set: [0,30], [30,60], and [60,100].
[0039] Step S104: Update the progress of the jump indicator based on the operation parameters of the jump operation, so that the progress of the jump indicator corresponds to the operation parameters of the jump operation.
[0040] As mentioned above, the specific operation parameters are related to the type of jump operation and can be of various types. When the operation parameters change, the progress indicator will change. The progress indicator also has a certain range; when the progress indicator reaches its maximum value, it will remain at that maximum value and will not change further.
[0041] When displaying jump indicator markers, a corresponding indicator area can be set for each indicator progress range. Different indicator areas can be continuous, as shown in Figure 2, or they can be spaced apart, as shown in Figure 3. Generally speaking, the indicator areas corresponding to numerically adjacent indicator progress ranges are also adjacent. In Figure 2, indicator area 1, indicator area 2, and indicator area 3 can correspond to the indicator progress ranges [0,30], [30,60], and [60,100], respectively.
[0042] In addition, Figure 2 shows a jump control, which allows players to jump when playing the game on a mobile device. The control parameter is the duration of pressing the control. Figure 3 shows the Shift key icon, indicating that players can control jump by pressing the Shift key on the keyboard. In practical applications, the Shift key can be replaced by other keys, depending on the requirements.
[0043] When the operation parameters cause the progress indicator to reach a certain range, this range can be displayed in different display formats. For example, when the operation parameters make the progress indicator 55, the indicator area corresponding to the progress range [30, 60] can be displayed in other display formats, as shown by the shaded area in Figure 2. In practice, these other display formats can be preset display colors, magnified displays, flashing displays, etc., and are not limited here.
[0044] When the progress indicator is 55, it has already covered the progress indicator range of [0,30]. Therefore, the indicator area corresponding to the progress indicator range of [0,30] can be displayed with a shadow, as shown in Figure 4. To distinguish between the indicator area already covered by the progress indicator and the indicator area currently in progress, the indicator area corresponding to the progress indicator range of [0,30] and the indicator area corresponding to the progress indicator range of [30,60] can be displayed in different formats, for example, one with a light shadow and the other with a dark shadow.
[0045] To accurately show players the current progress indicator, only the portion of the indicator area corresponding to the 30-55 range within the [30, 60] progress indicator range can be displayed in shadow. As the progress indicator changes, the shadowed area will gradually increase, allowing players to control their jump more precisely.
[0046] Step S106: In response to the end of the jump operation, determine the current indicator progress indicated by the jump indicator, and control the controlled virtual character to jump in the game scene according to the jump method corresponding to the current indicator progress.
[0047] The aforementioned "end of jump operation" typically refers to the player releasing the long-press button after using it to control the jump; or the game system automatically determining the jump operation has ended when the player's jump operation duration reaches a specified time. Specific settings can be configured according to needs and are not limited here.
[0048] When the jump operation ends, the jump method corresponding to the current progress indicated by the jump indicator is the jump method adopted by the controlled virtual character after this jump operation. Therefore, the controlled virtual character can be controlled to jump in the game scene according to the jump method corresponding to the current progress.
[0049] The aforementioned jump control method in a game displays a jump indicator on the graphical user interface in response to a jump operation. This jump indicator includes multiple progress markers, each indicating the corresponding jump method. The progress markers are updated based on the operation parameters of the jump operation, ensuring the progress corresponds to the parameters. Upon completion of the jump operation, the current progress marker indicated by the jump indicator is determined, and the controlled virtual character is controlled to jump in the game scene according to the jump method corresponding to the current progress marker. This method provides multiple jump methods for the controlled virtual character and indicates the jump method determined by the player's current control operation through the jump indicator, enriching the jumping options in the game, improving the player's gaming experience, and potentially increasing player retention.
[0050] The following embodiments provide a specific method for controlling the progress of updating the jump indicator flag based on the operation parameters of a jump operation.
[0051] When the jump operation described above is a long press operation on a touchscreen, or a long press operation on a button on a keyboard, mouse, or game controller, the operation parameter can be the operation duration. In this case, the progress of updating the jump indicator needs to be controlled based on the operation duration of the jump operation.
[0052] In practical implementation, the real-time progress indicator can be determined based on the operation duration of the jump operation. A pre-set scaling factor can be used, with the product of the operation duration and this scaling factor serving as the real-time progress indicator value. Alternatively, a duration threshold can be set; when the operation duration exceeds this threshold, the product of the difference between the operation duration and the duration threshold and the scaling factor is used as the real-time progress indicator value. This then determines the indicator area within the jump indicator that corresponds to the real-time progress. For example, if the jump indicator is a long bar, with one end corresponding to progress 0 and the other end corresponding to progress 100 (the maximum value), then the area from the segment corresponding to progress 0 to the position corresponding to the real-time progress value can be considered the indicator area corresponding to the real-time progress. Furthermore, the display method of the updated indicator area can be controlled to visually distinguish it from other indicator areas. Specifically, different colors can be used to display this indicator area and other indicator areas.
[0053] Assume the jump indicator includes a first indicator progress and a second indicator progress. The first indicator progress is less than the second indicator progress. The first and second indicator progresses are set sequentially in ascending order on the jump indicator, as shown in Figure 5. The position flush with indicator A represents the first indicator progress, and the position flush with indicator B represents the second indicator progress. The area below the first indicator progress is the first progress range, and the area between the first and second indicator progresses is the second progress range. The first progress range corresponds to the first jump method, and the second progress range corresponds to the second jump method.
[0054] The following embodiment provides a specific method for responding to the end of a jump operation, determining the current indicator progress indicated by the jump indicator, and controlling the controlled virtual character to jump in the game scene according to the jump method corresponding to the current indicator progress.
[0055] When the jump indicator includes a first indicator progress and a second indicator progress, with the first indicator progress below the first indicator progress being the first progress range and the second indicator progress between the first indicator progress and the second indicator progress being the second progress range, and the first progress range corresponds to the first jump method and the second progress range corresponds to the second jump method, if the current indicator progress is within the first progress range, the controlled virtual character is controlled to jump in the game scene according to the first jump method; if the current indicator progress is within the second progress range, the controlled virtual character is controlled to jump in the game scene according to the second jump method.
[0056] The first jump method described above can be set to a stationary jump, with a preset jump height. When controlling the virtual character to jump in the game scene using the first jump method, the virtual character needs to be controlled to perform a stationary jump at the preset height. The jump height can also be set to be proportional to the operation duration. Specific settings can be configured according to requirements and are not limited here.
[0057] The second jump method described above can be set to jump forward. When the operation parameters include operation duration, the target jump parameters need to be determined based on the operation duration of the jump operation; the target jump parameters include target jump height and / or target jump distance; control the controlled virtual character to jump forward according to the target jump parameters.
[0058] The target jump parameters mentioned above can be jump height, jump distance, or both. A mathematical formula for generating the jump trajectory can be preset, with the target jump parameters serving as independent variables. Different target jump parameters will generate corresponding jump trajectories. For example, the jump trajectory can be parabolic or a fan-shaped arc, depending on the requirements. Alternatively, after determining the jump height, jump distance, and other jump parameters, a smooth curve can be fitted based on the jump parameters and the current position of the controlled virtual character, and this curve can be used as the jump trajectory.
[0059] It's worth noting that the jump trajectory determined by the target jump distance can be multi-segmented. For example, a threshold for the jump parameter can be preset. If the target jump parameter is less than or equal to the threshold, one segment of the jump trajectory can be determined based on the target jump parameter; if the target jump parameter is greater than the threshold, another segment of the jump trajectory can be determined based on the threshold. Then, the target jump parameter minus the threshold is calculated, and another segment of the jump trajectory is determined based on this result. The landing point of the second segment can be used as the starting point of the first segment. Alternatively, a maximum number of segments in the jump trajectory can be preset, and the process ends when the determined jump trajectory equals the maximum number of segments.
[0060] After the jump operation is completed, the controlled virtual character will perform a jump action according to the jump trajectory corresponding to the target jump parameters, usually landing at the jump landing point. If the controlled virtual character collides with other virtual characters during the jump, it can be set to jump along the same trajectory with the other virtual characters; alternatively, the controlled virtual character can be set to land directly after colliding with another virtual character; or, another virtual character can be used as a jump starting point, and a new jump trajectory can be determined based on this starting point and the remaining jump distance or jump height, thereby controlling the controlled virtual character to jump according to the new jump trajectory. Specific settings can be configured according to requirements and are not limited here.
[0061] The progress indicator changes with the operation duration. The second progress range typically has a corresponding starting operation duration. When the player's operation duration reaches this starting operation duration, the progress indicator enters the second progress range. When determining the target jump parameter, the difference between the jump operation duration and the starting operation duration corresponding to the second progress range can be calculated to obtain the calculation result. The product of the calculation result and a preset first proportional coefficient is determined as the target jump parameter.
[0062] To facilitate player control of jumping, jump indicators are typically used to show the jump trajectory of the controlled virtual character, or simply display the landing point, or a portion of the jump trajectory and landing point. Figure 6 shows multiple jump trajectories of the controlled virtual character using jump indicators. Figure 7 shows a portion of the jump trajectory and landing point using jump indicators. Figure 8 shows only the landing point. In different application scenarios, jump indicators may help players understand different jump information; therefore, the display format of the jump indicators can be set according to requirements, and no restrictions are imposed here.
[0063] Since jump indicators can be used to indicate jump trajectories and landing points, the jump trajectory or landing point needs to be determined first. Specifically, the jump trajectory of the controlled virtual character can be determined based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight; furthermore, based on the jump trajectory, jump indicators are displayed in the graphical user interface.
[0064] The current gaze direction can be determined by the orientation of the controlled virtual character and the shooting angle of the virtual camera capturing the current game scene. A third-person perspective can be set using the virtual camera, by placing the virtual camera at a specified position on the controlled virtual character, such as a position a specified distance from the back of their head. When a specified action is performed, such as controlling the controlled virtual character to turn left or right, the virtual camera will simultaneously turn in the corresponding direction, thus changing the current gaze direction. Similarly, when the controlled virtual character looks upwards, the virtual camera can also be rotated upwards, thereby changing the current gaze direction.
[0065] The current line of sight can be used as the starting jump direction, and the current position of the controlled virtual character can be used as the starting position. After determining the above two parameters and the target jump parameters, the jump trajectory can be determined based on a preset jump trajectory equation, or an arc can be fitted based on the above parameters as the jump trajectory.
[0066] Because game scenes typically include other scene objects such as walls and tables, these objects may pass through the controlled virtual character's jump trajectory, preventing the character from completing the entire jump. The jump trajectory determined using the above method is usually only the initial jump trajectory. It's necessary to determine whether the controlled virtual character's initial jump trajectory is obscured by scene objects in the game scene; if obscuration occurs, the portion of the initial jump trajectory from the jump start point to the scene object obscuring the initial jump trajectory is determined as the controlled virtual character's jump trajectory. In other words, the obscured portion of the trajectory is discarded.
[0067] Players can typically adjust the controlled virtual character's gaze direction by controlling actions such as turning around and turning their head. In response to these gaze direction adjustments, the system updates the controlled virtual character's current gaze direction. Then, based on the target jump parameters, the controlled virtual character's current position, and the updated gaze direction, it updates the controlled virtual character's jump trajectory. For example, if the controlled virtual character turns to the left, it needs to jump to the left. If the controlled virtual character looks up, it needs to jump diagonally upwards. Finally, based on the updated jump trajectory, a jump indicator is displayed on the graphical user interface.
[0068] The jump trajectory described above includes the take-off position, the jump arc, and the landing point. Since the starting position is usually the current position of the controlled virtual character, it is generally unnecessary to indicate this position. To indicate the jump arc and landing point, the jump indicator typically includes an arc indicator portion and a landing point indicator portion. After the jump trajectory is determined, the arc indicator portion of the jump indicator is displayed along the jump arc, and the landing point indicator portion is displayed at the landing point. The arc indicator portion can be displayed as a line or a patch shape, and the landing point indicator portion can be displayed as an arrow or the origin. The specific settings can be configured according to requirements and are not limited here.
[0069] Other virtual characters may exist in the game scene. While controlling the controlled virtual character to execute a jump action according to the jump trajectory corresponding to the target jump parameters, in response to a collision between the controlled virtual character and the first virtual character, you can either control the controlled virtual character to continue jumping together with the first virtual character, or control the controlled virtual character and the first virtual character to land directly on the ground, etc., depending on your needs.
[0070] The controlled virtual character may jump upwards, such as from flat ground to a hillside or onto a wall. If the landing point is higher than the controlled virtual character's current position, the controlled virtual character will execute a jump action according to the jump trajectory corresponding to the target jump parameters, landing at the landing point and remaining there. Anchor points can be set at the landing point, allowing the controlled virtual character to attach to them and cling to that location.
[0071] This disclosure also provides another method for controlling jump in games. This method is implemented based on the method shown in Figure 1. This method can be applied to virtual characters with jumping skills in games, satisfying different jumping needs of players through a two-stage jumping mechanism.
[0072] When a player controls a virtual character and presses the jump button, a jump indicator appears in the graphical user interface. This indicator can be a curved charge bar, as shown in Figure 9. The bar is divided into two segments. The first segment is filled with red during charge (shown as a dark shading in Figure 9), while the second segment is filled with a different color. In the game, the jump button can be the spacebar.
[0073] First, when the player briefly presses the jump button to charge up to the first segment of the arc-shaped charge indicator bar, releasing the button triggers a virtual character's jump from the spot. The height and movement of the jump are fixed and are unrelated to the charging time within the first segment.
[0074] Secondly, by holding down the jump button until the charge is complete (within the second segment of the arc-shaped charge indicator), the player releases the button to trigger a certain virtual character's super jump skill. The skill is described as follows: Hold down the spacebar to charge and leap; if the player hits a wall during the jump, they can cling to it. If the player touches a flying hero, they will be dragged from the air to the ground. During the second segment of the charge, holding down the jump button will provide a jump indicator, showing the direction and distance of the virtual character's forward jump, as shown in Figure 10.
[0075] The longer the second charge-up time, the farther the jump indicator points. Players can adjust the direction the indicator points in the scene by moving the mouse to adjust the view, thus determining the target direction and position for the selected virtual character's jump, such as forward or upward. Figure 11 shows the jump indicator for a controlled virtual character that needs to jump diagonally upward.
[0076] Finally, after determining the target location, release the jump button to control a virtual character to leap forward towards the target location, dealing damage and inflicting corresponding skill effects on a certain range around the target location.
[0077] For the above method embodiments, referring to Figure 12, a jump control device in a game provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual character is located; wherein, the controlled virtual character is configured with multiple jump modes, each jump mode corresponding to a different jump height and / or jump distance; the device includes:
[0078] The jump indicator display module 1202 is configured to perform a jump operation in response to display a jump indicator on the graphical user interface. The jump indicator includes multiple indicator progresses, each of which is used to prompt the triggering of the corresponding jump method.
[0079] The progress update module 1204 is configured to update the progress of the jump indicator based on the operation parameters of the jump operation, so that the progress of the jump indicator corresponds to the operation parameters of the jump operation.
[0080] The jump control module 1206 is configured to respond to the end of the jump operation by determining the current progress indicated by the jump indicator and controlling the controlled virtual character to jump in the game scene according to the jump method corresponding to the current progress.
[0081] The aforementioned jump control device in a game, in response to a jump operation, displays a jump indicator on the graphical user interface. The jump indicator includes multiple progress markers, each used to prompt the triggering of a corresponding jump method. The progress markers are updated based on the operation parameters of the jump operation, ensuring the progress corresponds to the parameters. Upon completion of the jump operation, the current progress marker indicated by the jump indicator is determined, and the controlled virtual character is controlled to jump in the game scene according to the jump method corresponding to the current progress marker. This method provides multiple jump methods for the controlled virtual character and indicates the jump method determined by the player's current control operation through the jump indicator, enriching the jumping options in the game, improving the player's gaming experience, and to some extent increasing player retention.
[0082] The aforementioned progress update module is also configured to perform: update the progress of the jump indicator based on the operation duration control of the jump operation.
[0083] The aforementioned progress update module is also configured to perform the following: determine the real-time progress indicator corresponding to the operation duration based on the operation duration of the jump operation; determine the indicator area in the jump indicator that corresponds to the real-time progress indicator; and control the display method of the updated indicator area so that the indicator area can be visually distinguished from other indicator areas.
[0084] The aforementioned jump indicator includes at least a first indicator progress and a second indicator progress, with the first indicator progress being less than the second indicator progress. The first and second indicator progress are set sequentially in order of size on the jump indicator. The first progress range is below the first indicator progress, and the second progress range is between the first and second indicator progress. The first progress range corresponds to the first jump method, and the second progress range corresponds to the second jump method.
[0085] The aforementioned jump control module is also configured to: in response to the end of a jump operation, determine the current progress indicated by the jump indicator; in response to the current progress being within a first progress range, control the controlled virtual character to jump in the game scene according to a first jump method; and in response to the current progress being within a second progress range, control the controlled virtual character to jump in the game scene according to a second jump method.
[0086] The first jumping method mentioned above is a jump in place, and the corresponding jump height is a preset height; the jump control module mentioned above is also configured to execute: control the controlled virtual character to perform a jump in place at the preset height.
[0087] The second jumping method described above is a forward jump; the operation parameters include the operation duration; the jump control module is also configured to perform: determine the target jump parameters based on the operation duration of the jump operation; the target jump parameters include the target jump height and / or the target jump distance; and control the controlled virtual character to jump forward according to the target jump parameters.
[0088] The aforementioned second progress range has a corresponding initial operation duration; the aforementioned jump control module is also configured to perform: calculate the difference between the operation duration of the jump operation and the initial operation duration corresponding to the second progress range, and obtain the calculation result; and determine the product of the calculation result with a preset first proportional coefficient as the target jump parameter.
[0089] The aforementioned device further includes: a trajectory indicator display module, configured to perform a trajectory indicator display on a graphical user interface based on target jump parameters: the trajectory indicator is used to indicate: at least a portion of the jump trajectory of the controlled virtual character, and / or the jump landing point of the controlled virtual character.
[0090] The aforementioned jump control module is also configured to perform the following: determine the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight; and display trajectory indicator icons on the graphical user interface based on the jump trajectory.
[0091] The aforementioned jump trajectory includes a jump arc and a jump landing point; the trajectory indicator includes an arc indicator portion and a landing point indicator portion; the aforementioned jump control module is further configured to perform: displaying the arc indicator portion of the trajectory indicator along the jump arc, and displaying the landing point indicator portion of the trajectory indicator at the jump landing point.
[0092] The aforementioned jump control module is also configured to perform the following: determine the initial jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight; determine whether the initial jump trajectory of the controlled virtual character is occluded by scene objects in the game scene; if so, determine the portion of the initial jump trajectory from the jump start point to the scene object occluding the initial jump trajectory as the jump trajectory of the controlled virtual character.
[0093] The aforementioned device further includes: a gaze direction update module, configured to perform a response to a gaze direction adjustment operation for the controlled virtual character, and update the current gaze direction of the controlled virtual character; a jump trajectory update module, configured to perform an update of the jump trajectory of the controlled virtual character based on target jump parameters, the current position of the controlled virtual character, and the updated current gaze direction; and to display trajectory indicator icons on the graphical user interface based on the updated jump trajectory.
[0094] The aforementioned jump control module is also configured to: during the process of controlling the controlled virtual character to perform a jump action according to the jump trajectory corresponding to the target jump parameters, in response to a collision between the controlled virtual character and the first virtual character, control the controlled virtual character and the first virtual character to continue performing the jump action.
[0095] The aforementioned jump control module is also configured to: respond to the controlled virtual character's jump landing point being higher than the controlled virtual character's current position, control the controlled virtual character to perform a jump action according to the jump trajectory corresponding to the target jump parameters, land at the jump landing point, and remain at the jump landing point.
[0096] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the jump control method in the above-mentioned game, for example:
[0097] In response to a jump operation, a jump indicator is displayed in the graphical user interface. The jump indicator includes multiple indicator progresses, each indicating the corresponding jump method. The indicator progress of the jump indicator is updated based on the operation parameters of the jump operation, so that the indicator progress of the jump indicator corresponds to the operation parameters of the jump operation. In response to the end of the jump operation, the current indicator progress indicated by the jump indicator is determined, and the controlled virtual character is controlled to jump in the game scene according to the jump method corresponding to the current indicator progress.
[0098] The above methods provide multiple jumping options for the controlled virtual character and indicate the jumping method determined by the player's current control operation through jump indicator icons, which enriches the jumping options in the game, improves the player's gaming experience, and to some extent increases the player retention rate.
[0099] Optionally, the step of controlling the progress of updating the jump indicator based on the operation parameters of the jump operation includes: controlling the progress of updating the jump indicator based on the operation duration of the jump operation.
[0100] Optionally, the above-mentioned step of controlling the update of the jump indicator progress based on the operation duration of the jump operation includes: determining the real-time indicator progress corresponding to the operation duration based on the operation duration of the jump operation; determining the indicator area in the jump indicator that corresponds to the real-time indicator progress; and controlling the display method of the updated indicator area so that the indicator area can be visually distinguished from other indicator areas.
[0101] Optionally, the multiple indicator progresses of the aforementioned jump indicator include at least a first indicator progress and a second indicator progress, wherein the first indicator progress is less than the second indicator progress; the first indicator progress and the second indicator progress are set sequentially in order of size on the jump indicator; wherein, the first progress range is below the first indicator progress, and the second progress range is between the first indicator progress and the second indicator progress; the first progress range corresponds to the first jump mode, and the second progress range corresponds to the second jump mode.
[0102] Optionally, the steps of determining the current progress indicated by the jump indicator and controlling the controlled virtual character to jump in the game scene according to the jumping method corresponding to the current progress in response to the end of the jump operation include: determining the current progress indicated by the jump indicator in response to the end of the jump operation; controlling the controlled virtual character to jump in the game scene according to the first jumping method in response to the current progress being within a first progress range; and controlling the controlled virtual character to jump in the game scene according to the second jumping method in response to the current progress being within a second progress range.
[0103] Optionally, the first jumping method mentioned above is a jump in place, and the corresponding jump height is a preset height; the steps of controlling the controlled virtual character to jump in the game scene according to the first jumping method include: controlling the controlled virtual character to jump in place according to the preset height.
[0104] Optionally, the second jumping method is a forward jump; the operation parameters include the operation duration; the steps of controlling the controlled virtual character to jump in the game scene according to the second jumping method include: determining the target jump parameters based on the operation duration of the jump operation; the target jump parameters include the target jump height and / or the target jump distance; and controlling the controlled virtual character to jump forward according to the target jump parameters.
[0105] Optionally, the second progress range has a corresponding initial operation duration; the step of determining the target jump parameter based on the operation duration of the jump operation includes: calculating the difference between the operation duration of the jump operation and the initial operation duration corresponding to the second progress range to obtain the calculation result; and determining the target jump parameter by multiplying the calculation result by a preset first proportional coefficient.
[0106] Optionally, the above method further includes: displaying a trajectory indicator on a graphical user interface based on the target jump parameters: the trajectory indicator is used to indicate: at least part of the jump trajectory of the controlled virtual character, and / or the jump landing point of the controlled virtual character.
[0107] Optionally, the step of displaying trajectory indicator on the graphical user interface based on the target jump parameters includes: determining the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight; and displaying trajectory indicator on the graphical user interface based on the jump trajectory.
[0108] Optionally, the above-mentioned jump trajectory includes a jump arc and a jump landing point; the trajectory indicator includes an arc indicator portion and a landing point indicator portion; the step of displaying the trajectory indicator in the graphical user interface based on the jump trajectory includes: displaying the arc indicator portion of the trajectory indicator along the jump arc, and displaying the landing point indicator portion of the trajectory indicator at the jump landing point.
[0109] Optionally, the step of determining the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight includes: determining the initial jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight; determining whether the initial jump trajectory of the controlled virtual character is occluded by scene objects in the game scene; if so, determining the portion of the initial jump trajectory from the jump starting point to the scene object occluding the initial jump trajectory as the jump trajectory of the controlled virtual character.
[0110] Optionally, the above method further includes: responding to a gaze direction adjustment operation for the controlled virtual character, updating the current gaze direction of the controlled virtual character; updating the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the updated current gaze direction; and displaying a trajectory indicator on the graphical user interface based on the updated jump trajectory.
[0111] Optionally, the above-mentioned step of controlling the controlled virtual character to jump forward according to the target jump parameters includes: during the process of controlling the controlled virtual character to perform the jump action according to the jump trajectory corresponding to the target jump parameters, in response to the collision between the controlled virtual character and the first virtual character, controlling the controlled virtual character and the first virtual character to continue performing the jump action.
[0112] Optionally, the step of controlling the controlled virtual character to perform a jumping action according to the jumping trajectory corresponding to the target jumping parameters includes: in response to the controlled virtual character's jump landing point being higher than the controlled virtual character's current position, controlling the controlled virtual character to perform a jumping action according to the jumping trajectory corresponding to the target jumping parameters, landing at the jump landing point, and remaining at the jump landing point.
[0113] Referring to Figure 13, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the jump control method in the game described above.
[0114] Furthermore, the electronic device shown in FIG13 also includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.
[0115] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 13, but this does not indicate that there is only one bus or one type of bus.
[0116] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0117] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the jump control method in the above-mentioned game.
[0118] This disclosure provides a jump control method, apparatus, and electronic device in a game, including a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the preceding method embodiments, for example:
[0119] In response to a jump operation, a jump indicator is displayed in the graphical user interface. The jump indicator includes multiple indicator progresses, each indicating the corresponding jump method. The indicator progress of the jump indicator is updated based on the operation parameters of the jump operation, so that the indicator progress of the jump indicator corresponds to the operation parameters of the jump operation. In response to the end of the jump operation, the current indicator progress indicated by the jump indicator is determined, and the controlled virtual character is controlled to jump in the game scene according to the jump method corresponding to the current indicator progress.
[0120] The above methods provide multiple jumping options for the controlled virtual character and indicate the jumping method determined by the player's current control operation through jump indicator icons, which enriches the jumping options in the game, improves the player's gaming experience, and to some extent increases the player retention rate.
[0121] Optionally, the step of controlling the progress of updating the jump indicator based on the operation parameters of the jump operation includes: controlling the progress of updating the jump indicator based on the operation duration of the jump operation.
[0122] Optionally, the above-mentioned step of controlling the update of the jump indicator progress based on the operation duration of the jump operation includes: determining the real-time indicator progress corresponding to the operation duration based on the operation duration of the jump operation; determining the indicator area in the jump indicator that corresponds to the real-time indicator progress; and controlling the display method of the updated indicator area so that the indicator area can be visually distinguished from other indicator areas.
[0123] Optionally, the multiple indicator progresses of the aforementioned jump indicator include at least a first indicator progress and a second indicator progress, wherein the first indicator progress is less than the second indicator progress; the first indicator progress and the second indicator progress are set sequentially in order of size on the jump indicator; wherein, the first progress range is below the first indicator progress, and the second progress range is between the first indicator progress and the second indicator progress; the first progress range corresponds to the first jump mode, and the second progress range corresponds to the second jump mode.
[0124] Optionally, the steps of determining the current progress indicated by the jump indicator and controlling the controlled virtual character to jump in the game scene according to the jumping method corresponding to the current progress in response to the end of the jump operation include: determining the current progress indicated by the jump indicator in response to the end of the jump operation; controlling the controlled virtual character to jump in the game scene according to the first jumping method in response to the current progress being within a first progress range; and controlling the controlled virtual character to jump in the game scene according to the second jumping method in response to the current progress being within a second progress range.
[0125] Optionally, the first jumping method mentioned above is a jump in place, and the corresponding jump height is a preset height; the steps of controlling the controlled virtual character to jump in the game scene according to the first jumping method include: controlling the controlled virtual character to jump in place according to the preset height.
[0126] Optionally, the second jumping method is a forward jump; the operation parameters include the operation duration; the steps of controlling the controlled virtual character to jump in the game scene according to the second jumping method include: determining the target jump parameters based on the operation duration of the jump operation; the target jump parameters include the target jump height and / or the target jump distance; and controlling the controlled virtual character to jump forward according to the target jump parameters.
[0127] Optionally, the second progress range has a corresponding initial operation duration; the step of determining the target jump parameter based on the operation duration of the jump operation includes: calculating the difference between the operation duration of the jump operation and the initial operation duration corresponding to the second progress range to obtain the calculation result; and determining the target jump parameter by multiplying the calculation result by a preset first proportional coefficient.
[0128] Optionally, the above method further includes: displaying a trajectory indicator on a graphical user interface based on the target jump parameters: the trajectory indicator is used to indicate: at least part of the jump trajectory of the controlled virtual character, and / or the jump landing point of the controlled virtual character.
[0129] Optionally, the step of displaying trajectory indicator on the graphical user interface based on the target jump parameters includes: determining the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight; and displaying trajectory indicator on the graphical user interface based on the jump trajectory.
[0130] Optionally, the above-mentioned jump trajectory includes a jump arc and a jump landing point; the trajectory indicator includes an arc indicator portion and a landing point indicator portion; the step of displaying the trajectory indicator in the graphical user interface based on the jump trajectory includes: displaying the arc indicator portion of the trajectory indicator along the jump arc, and displaying the landing point indicator portion of the trajectory indicator at the jump landing point.
[0131] Optionally, the step of determining the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight includes: determining the initial jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight; determining whether the initial jump trajectory of the controlled virtual character is occluded by scene objects in the game scene; if so, determining the portion of the initial jump trajectory from the jump starting point to the scene object occluding the initial jump trajectory as the jump trajectory of the controlled virtual character.
[0132] Optionally, the above method further includes: responding to a gaze direction adjustment operation for the controlled virtual character, updating the current gaze direction of the controlled virtual character; updating the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the updated current gaze direction; and displaying a trajectory indicator on the graphical user interface based on the updated jump trajectory.
[0133] Optionally, the above-mentioned step of controlling the controlled virtual character to jump forward according to the target jump parameters includes: during the process of controlling the controlled virtual character to perform the jump action according to the jump trajectory corresponding to the target jump parameters, in response to the collision between the controlled virtual character and the first virtual character, controlling the controlled virtual character and the first virtual character to continue performing the jump action.
[0134] Optionally, the step of controlling the controlled virtual character to perform a jumping action according to the jumping trajectory corresponding to the target jumping parameters includes: in response to the controlled virtual character's jump landing point being higher than the controlled virtual character's current position, controlling the controlled virtual character to perform a jumping action according to the jumping trajectory corresponding to the target jumping parameters, landing at the jump landing point, and remaining at the jump landing point.
[0135] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0136] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0137] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, or the parts that contribute to related technologies, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0138] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0139] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A jump control method in a game, comprising providing a graphical user interface via a terminal device; wherein the graphical user interface displays the game scene in which the controlled virtual character is located; and wherein, The controlled virtual character is configured with multiple jumping modes, each corresponding to a different jump height and / or jump distance. The method includes: In response to a jump operation, a jump indicator is displayed in the graphical user interface, wherein the jump indicator includes multiple indicator progresses, each indicator progress is used to prompt the triggering of the corresponding jump method; The progress of the jump indicator is updated based on the operation parameters of the jump operation, so that the progress of the jump indicator corresponds to the operation parameters of the jump operation. In response to the end of the jump operation, the current progress indicated by the jump indicator is determined, and the controlled virtual character is controlled to jump in the game scene according to the jump method corresponding to the current progress.
2. The method according to claim 1, wherein, The step of controlling the update of the jump indicator progress based on the operation parameters of the jump operation includes: The progress of updating the jump indicator is controlled based on the operation duration of the jump operation.
3. The method according to claim 1, wherein, The step of updating the jump indicator's progress based on the operation duration of the jump operation includes: Based on the operation duration of the jump operation, determine the real-time progress indicator corresponding to the operation duration; Determine the identifier area in the jump indicator that corresponds to the real-time indicator progress; Control the updating of the display method of the identification area so that the identification area is visually distinguishable from other identification areas.
4. The method according to claim 3, wherein, The multiple indicator progresses of the jump indicator include at least a first indicator progress and a second indicator progress, wherein the first indicator progress is less than the second indicator progress; The first and second progress indicators are set sequentially on the jump indicator in order of magnitude. Wherein, the first progress indicator is below the first progress indicator, the second progress indicator is between the first progress indicator and the second progress indicator, the first progress indicator corresponds to the first jump method, and the second progress indicator corresponds to the second jump method.
5. The method according to claim 4, wherein, The steps of responding to the end of the jump operation, determining the current indicator progress indicated by the jump indicator, and controlling the controlled virtual character to jump in the game scene according to the jump method corresponding to the current indicator progress include: In response to the completion of the jump operation, the current progress indicated by the jump indicator is determined; In response to the current progress being within the first progress range, the controlled virtual character is controlled to jump in the game scene according to the first jumping method; In response to the current progress being within the second progress range, the controlled virtual character is controlled to jump in the game scene according to the second jumping method.
6. The method according to claim 5, wherein, The first jumping method is a stationary jump, and the corresponding jump height is a preset height; The steps of controlling the controlled virtual character to jump in the game scene according to the first jumping method include: Control the controlled virtual character to jump in place at the preset height.
7. The method according to claim 5, wherein, The second jumping method is a forward jump; the operation parameters include the operation duration; The steps of controlling the controlled virtual character to jump in the game scene according to the second jumping method include: Based on the operation duration of the jump operation, the target jump parameters are determined; the target jump parameters include the target jump height and / or the target jump distance. The controlled virtual character is controlled to jump forward according to the target jump parameters.
8. The method according to claim 7, wherein, The second progress range has a corresponding start operation duration; The steps for determining the target jump parameters based on the operation duration of the jump operation include: Calculate the difference between the operation duration of the jump operation and the starting operation duration corresponding to the second progress range to obtain the calculation result; The product of the calculation results and a preset first proportional coefficient is determined as the target jump parameter.
9. The method according to claim 7, wherein, The method further includes: Based on the target jump parameters, a trajectory indicator is displayed in the graphical user interface: the trajectory indicator is used to indicate: at least part of the jump trajectory of the controlled virtual character, and / or the jump landing point of the controlled virtual character.
10. The method according to claim 9, wherein, The step of displaying trajectory indicator markers in the graphical user interface based on the target jump parameters includes: Based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight, the jump trajectory of the controlled virtual character is determined; Based on the jump trajectory, a trajectory indicator is displayed in the graphical user interface.
11. The method according to claim 10, wherein, The jump trajectory includes a jump arc and a jump landing point; the trajectory indicator includes an arc indicator portion and a landing point indicator portion. The step of displaying a trajectory indicator on the graphical user interface based on the jump trajectory includes: The arc indication portion of the trajectory indicator is displayed along the jump arc, and the landing point indication portion of the trajectory indicator is displayed at the jump landing point.
12. The method according to claim 10, wherein, The step of determining the jump trajectory of the controlled virtual character based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight includes: Based on the target jump parameters, the current position of the controlled virtual character, and the current line of sight, the initial jump trajectory of the controlled virtual character is determined; Determine whether the initial jump trajectory of the controlled virtual character is obscured by scene objects in the game scene; If so, the portion of the initial jump trajectory from the jump starting point to the scene object that obscures the initial jump trajectory is determined as the jump trajectory of the controlled virtual character.
13. The method according to claim 10, wherein, The method further includes: In response to a gaze direction adjustment operation for the controlled virtual character, update the current gaze direction of the controlled virtual character; Based on the target jump parameters, the current position of the controlled virtual character, and the updated current line of sight, update the jump trajectory of the controlled virtual character; Based on the updated jump trajectory, the trajectory indicator is displayed in the graphical user interface.
14. The method according to claim 7, wherein, The steps of controlling the controlled virtual character to jump forward according to the target jump parameters include: During the process of controlling the controlled virtual character to perform a jumping action according to the jumping trajectory corresponding to the target jumping parameters, in response to the collision between the controlled virtual character and the first virtual character, the controlled virtual character and the first virtual character are controlled to continue performing the jumping action.
15. The method according to claim 7, wherein, The step of controlling the controlled virtual character to perform a jump action according to the jump trajectory corresponding to the target jump parameters includes: In response to the controlled virtual character's jump landing point being higher than the controlled virtual character's current position, the controlled virtual character is controlled to perform a jump action according to the jump trajectory corresponding to the target jump parameters, land at the jump landing point, and remain at the jump landing point.
16. A jump control device in a game, providing a graphical user interface via a terminal device; the graphical user interface displays the game scene where the controlled virtual character is located; wherein, The controlled virtual character is configured with multiple jumping modes, each corresponding to a different jump height and / or jump distance. The device includes: The progress update module is configured to perform a jump operation in response to a jump operation by displaying a jump indicator in the graphical user interface. The jump indicator includes multiple progress indicators, each used to prompt the triggering of the corresponding jump method. The progress update module is configured to update the progress of the jump indicator based on the operation parameters of the jump operation, so that the progress of the jump indicator corresponds to the operation parameters of the jump operation. The jump control module is configured to respond to the end of the jump operation by determining the current indicator progress indicated by the jump indicator and controlling the controlled virtual character to jump in the game scene according to the jump method corresponding to the current indicator progress.
17. An electronic device comprising a processor and a memory, the memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the jump control method in a game according to any one of claims 1-15.
18. A machine-readable storage medium storing machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the jump control method in a game according to any one of claims 1-15.
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