CN109550242B - Method and device for controlling virtual character in game - Google Patents

Method and device for controlling virtual character in game Download PDF

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Publication number
CN109550242B
CN109550242B CN201811376459.6A CN201811376459A CN109550242B CN 109550242 B CN109550242 B CN 109550242B CN 201811376459 A CN201811376459 A CN 201811376459A CN 109550242 B CN109550242 B CN 109550242B
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China
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acceleration
target terminal
target
virtual character
controlling
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CN109550242A (en
Inventor
穆言
王依冉
许书畅
周书凝
邵腾
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

Abstract

The application discloses a method and a device for controlling virtual characters in a game. The method comprises the following steps: when detecting that the virtual role in the target application is in an action state, controlling an acceleration sensor corresponding to a target terminal to detect acceleration corresponding to the target terminal, wherein the target application runs on the target terminal; and judging whether the acceleration corresponding to the target terminal meets a preset condition, and under the condition that the acceleration corresponding to the target terminal meets the preset condition, adjusting the current action direction of the virtual character into a target direction according to a horizontal plane corresponding to the game scene, wherein the target direction is parallel to the horizontal plane. Through the application, the technical problems that the difficulty is high in the operation mode of returning the machine body to the right state in the related art and misoperation is easy to occur are solved.

Description

Method and device for controlling virtual character in game
Technical Field
The application relates to the technical field of game control, in particular to a method and a device for controlling virtual characters in a game.
Background
In air combat games, the most fundamental core operation of a player is to control the movement of an airplane, wherein the movement of the airplane includes forward, dive, turn around, raise and lower the head, flatten the fuselage to the horizontal, and make sharp turns. Because the air battle games are transplanted to the game from the PC end and the household end, many operation modes cannot be transplanted directly, but need to be modified into a mode suitable for the operation of the mobile phone, and the realization of multiple functions becomes a problem at this time.
In the prior art, the player controls the rocker to automatically return to the main body by repeatedly operating the direction control rocker. For example, in the air battle hand trip "air battle parade", "air battle alliance", etc., the player needs to judge the position of the body (carrier) by referring to the fixed building and the natural scenery, and then the player drags the rocker to automatically and manually correct the body. However, this operation method is difficult for a player having a poor sense of direction, and if the player is constantly caught in a state where the airplane is out of balance and "loses direction", the player is more likely to generate negative emotions such as boredom, nausea, anxiety, and the like.
Aiming at the technical problems that the difficulty is high and misoperation is easy to occur in the operation mode of fuselage correction in the related technology, an effective solution is not provided at present.
Disclosure of Invention
The main purpose of the present application is to provide a method and an apparatus for controlling a virtual character in a game, so as to solve the technical problems that the difficulty is still high and the situation of misoperation is easy to occur in the operation mode of machine body return in the related art.
In order to achieve the above object, according to one aspect of the present application, there is provided a method of controlling a virtual character in a game. The method comprises the following steps: when the virtual role in the target application is detected to be in an action state, controlling an acceleration sensor corresponding to a target terminal to detect the acceleration corresponding to the target terminal, wherein the target application runs on the target terminal; and judging whether the acceleration corresponding to the target terminal meets a preset condition, and under the condition that the acceleration corresponding to the target terminal meets the preset condition, adjusting the current action direction of the virtual character to be a target direction according to a horizontal plane corresponding to a game scene, wherein the target direction is parallel to the horizontal plane.
Optionally, controlling an acceleration sensor corresponding to a target terminal to detect an acceleration corresponding to the target terminal includes: controlling an acceleration sensor corresponding to the target terminal to detect a first acceleration corresponding to the target terminal, wherein the first acceleration is an acceleration value of the target terminal in a Z-axis direction; and controlling an acceleration sensor corresponding to the target terminal to detect a second acceleration corresponding to the target terminal, wherein the second acceleration is an acceleration value of the target terminal in a Y-axis direction, the Z axis is perpendicular to a horizontal plane, and the Y axis is perpendicular to the Z axis and a long edge of the target terminal.
Optionally, the determining whether the acceleration corresponding to the target terminal meets a preset condition includes: determining the moving path length of the target terminal on a projection plane of a Z-Y plane within preset time according to the first acceleration value and the second acceleration value; and judging whether the path length is greater than a first threshold, wherein under the condition that the path length is greater than the first threshold, the acceleration corresponding to the target terminal is determined to meet a preset condition.
Optionally, the determining whether the acceleration corresponding to the target terminal meets a preset condition includes: determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and judging whether the angular acceleration is greater than a second threshold, wherein under the condition that the angular acceleration is greater than the second threshold, the acceleration corresponding to the target terminal is determined to meet a preset condition.
Optionally, the determining whether the acceleration corresponding to the target terminal meets a preset condition includes: determining the path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and judging whether the path length is greater than a first threshold value or not and whether the angular acceleration is greater than a second threshold value or not, wherein under the condition that the path length is greater than the first threshold value and the angular acceleration is greater than the second threshold value, the mobile parameter corresponding to the target terminal is determined to meet a preset condition.
Optionally, when the acceleration corresponding to the target terminal meets a preset condition, the method further includes at least one of: controlling the virtual character to stand at an original coordinate point in a first time period; controlling the virtual role to be in an inoperable state in a second time period; and in a third time period, controlling the display parameters of the virtual character to change according to a preset range.
In order to achieve the above object, according to another aspect of the present application, there is provided a control apparatus of a virtual character in a game. The device includes: the detection unit is used for controlling an acceleration sensor corresponding to a target terminal to detect acceleration corresponding to the target terminal when detecting that a virtual character in a target application is in an action state, wherein the target application runs on the target terminal; and the adjusting unit is used for judging whether the acceleration corresponding to the target terminal meets a preset condition or not, and adjusting the current action direction of the virtual character to be a target direction according to a horizontal plane corresponding to a game scene under the condition that the acceleration corresponding to the target terminal meets the preset condition, wherein the target direction is parallel to the horizontal plane.
In order to achieve the above object, according to another aspect of the present application, there is provided a storage medium including a stored program, wherein the program executes the method of controlling a virtual character in a game according to any one of the above.
In order to achieve the above object, according to another aspect of the present application, there is provided a terminal including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including a control method for executing an in-game virtual character of any of the above.
In order to achieve the above object, according to another aspect of the present application, there is provided an electronic apparatus including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including a control method for executing an in-game virtual character of any of the above.
Through the application, the following steps are adopted: when detecting that a virtual role in a target application is in an action state, controlling an acceleration sensor corresponding to a target terminal to detect acceleration corresponding to the target terminal, wherein the target application runs on the target terminal; judging whether the acceleration corresponding to the target terminal meets a preset condition, and under the condition that the acceleration corresponding to the target terminal meets the preset condition, adjusting the current action direction of the virtual character to be a target direction according to a horizontal plane corresponding to a game scene, wherein the target direction is parallel to the horizontal plane, so that the technical problems that the difficulty is high and misoperation is easy to occur in the operation mode of machine body return correction in the related art are solved. The technical effect of reducing the operation difficulty of adjusting the current action direction of the virtual character is achieved, and meanwhile, the situation that the current action direction of the virtual character is adjusted accidentally due to the fact that a user touches the operation key accidentally is avoided.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this application, are included to provide a further understanding of the application, and the description of the illustrative embodiments of the application and the description of the disclosure are to be construed as illustrative of the application and not restrictive of the application. In the drawings:
fig. 1 is a flowchart of a method for controlling a virtual character in a game according to an embodiment of the present application;
FIG. 2 is a schematic diagram of a Z-Y plane in an alternative method for controlling a virtual character in a game according to an embodiment of the present application;
FIG. 3 is a flow chart of airplane imbalance for an alternative method of controlling a virtual character in a game according to an embodiment of the present application;
FIG. 4b is a schematic diagram of airplane blinking for an alternative method for controlling a virtual character in a game according to an embodiment of the present application;
FIG. 4a is a schematic diagram of airplane blinking of an alternative method for controlling a virtual character in a game according to an embodiment of the present application; and
fig. 5 is a schematic diagram of a control device for a virtual character in a game according to an embodiment of the present application.
Detailed Description
It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict. The present application will be described in detail below with reference to the embodiments with reference to the attached drawings.
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only some embodiments, not all embodiments, of the present application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It should be understood that the data so used may be interchanged under appropriate circumstances such that embodiments of the application described herein may be used. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to an embodiment of the application, a method for controlling a virtual character in a game is provided.
Fig. 1 is a flowchart of a method for controlling a virtual character in a game according to an embodiment of the present application. As shown in fig. 1, the method comprises the steps of:
step S102, when the virtual role in the target application is detected to be in an action state, controlling an acceleration sensor corresponding to the target terminal to detect the acceleration corresponding to the target terminal, wherein the target application runs on the target terminal.
And step S104, judging whether the acceleration corresponding to the target terminal meets a preset condition, and under the condition that the acceleration corresponding to the target terminal meets the preset condition, adjusting the current action direction of the virtual character into a target direction according to a horizontal plane corresponding to the game scene, wherein the target direction is parallel to the horizontal plane.
According to the control method for the virtual character in the game, when the virtual character in the target application is detected to be in an action state, the acceleration sensor corresponding to the target terminal is controlled to detect the acceleration corresponding to the target terminal, wherein the target application runs on the target terminal; judging whether the acceleration corresponding to the target terminal meets a preset condition or not, and adjusting the current action direction of the virtual character to be the target direction according to the horizontal plane corresponding to the game scene under the condition that the acceleration corresponding to the target terminal meets the preset condition, wherein the target direction is parallel to the horizontal plane, so that the technical problems that the difficulty is high and the misoperation is easy to occur in the operation mode of correcting the machine body in the related technology are solved.
That is, when the target application uses the method for controlling a virtual character in a game provided in the embodiment of the present application to adjust the current action direction of the virtual character, the user can perform a certain movement by controlling the target terminal running the target application, thereby achieving the technical effect of reducing the operation difficulty of adjusting the current action direction of the virtual character.
It should also be noted that: when the target application uses the method for controlling the virtual character in the game provided by the embodiment of the application to adjust the current action direction of the virtual character, the target application does not need to set an operation key for adjusting the current action direction of the virtual character, so that the situation that the current action direction of the virtual character is accidentally adjusted due to accidental touch of the operation key by a user is avoided, more visual field spaces are reserved by the user, and possibility is provided for arranging other functional controls.
In one optional example: the virtual character can be a virtual character flying in the air or a virtual character diving in the water.
In another alternative example: adjusting the current action direction of the virtual character to a target direction according to a horizontal plane corresponding to the game scene comprises: determining a horizontal plane corresponding to a game scene, determining a current action direction of a virtual character, and adjusting the current action direction of the virtual character to be a target direction, wherein the target direction is a projection direction of the current action direction of the virtual character on the horizontal plane corresponding to the game scene. That is, under the condition that the acceleration corresponding to the target terminal meets the preset condition, the virtual character is subjected to 'returning to the right' processing according to the level surface corresponding to the game scene.
In another optional example, the adjusting the current action direction of the virtual character to the target direction according to the horizontal plane corresponding to the game scene includes: determining a horizontal plane corresponding to a game scene, determining a current action direction of a virtual character, and adjusting the current action direction of the virtual character to be a target direction, wherein the target direction is the reverse direction of the projection direction of the current action direction of the virtual character on the horizontal plane corresponding to the game scene. That is, when the acceleration corresponding to the target terminal meets the preset condition, the virtual character is turned around according to the level surface corresponding to the game scene.
In addition, the target direction corresponding to the virtual character may be various, and is not specifically limited herein.
Optionally, in the method for controlling a virtual character in a game provided in the embodiment of the present application, detecting an acceleration corresponding to a target terminal by an acceleration sensor corresponding to the target terminal may be implemented by: step S1022, controlling an acceleration sensor corresponding to the target terminal to detect a first acceleration corresponding to the target terminal, wherein the first acceleration is an acceleration value of the target terminal in the Z-axis direction; and step S1024, controlling an acceleration sensor corresponding to the target terminal to detect a second acceleration corresponding to the target terminal, wherein the second acceleration is an acceleration value of the target terminal in the Y-axis direction, the Z axis is vertical to the horizontal plane, and the Y axis is vertical to the Z axis and is vertical to one long edge of the target terminal.
That is, in the method for controlling a virtual character in a game provided in the embodiment of the present application, an acceleration detected by the acceleration sensor is: the acceleration value of the target terminal in the Z-axis direction and the acceleration value of the target terminal in the Y-axis direction. Specifically, the Z-axis is perpendicular to the horizontal plane, and the Y-axis is perpendicular to the Z-axis and perpendicular to one long side of the target terminal.
By way of example: as shown in fig. 2, the Z-axis is perpendicular to the horizontal plane and directed upward, and the Y-axis is perpendicular to the Z-axis and perpendicular to one long side of the target terminal and directed toward the user holding the target terminal.
It is worth emphasizing that: in the case where the user uses the target application through the target terminal, the user needs to hold the target terminal with both hands to manipulate the virtual character in the target application by manipulating the operation screen (operation keys) of the target terminal. At this time, the target application uses the control method of the virtual character in the game provided by the embodiment of the application to adjust the current action direction of the virtual character, so that the technical effect that the user can continuously keep the two-hand controlled target terminal and can quickly and conveniently adjust the current action direction of the virtual character by quickly changing the angle corresponding to the elbow is achieved.
In addition, when the target application uses the control method for the virtual character in the game provided by the embodiment of the application to adjust the current action direction of the virtual character, the acceleration sensor only needs to transmit the acceleration value of the target terminal in the Y-axis direction and the acceleration value of the target terminal in the Z-axis direction to the processor for calculation, so that the technical effects of reducing the acquired data of the acceleration sensor and reducing the amount of calculation data needing to be processed by the processor are achieved.
For example, the following steps are carried out: as shown in fig. 3, when the airplane is in an unbalanced state, it is difficult for a user to control the airplane to return to a horizontal plane for flying through operation, and at this time, if the target application adopts the method for controlling the virtual character in the game provided in the embodiment of the present application, the user can achieve the purpose of returning to the airplane body through "holding the target terminal with both hands and shaking", thereby achieving the technical effect of bringing an intuitive behavior feedback result to the user.
Optionally, in the method for controlling a virtual character in a game provided in the embodiment of the present application, the determining whether the acceleration corresponding to the target terminal meets a preset condition includes: determining the moving path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; and judging whether the path length is greater than a first threshold, wherein under the condition that the path length is greater than the first threshold, the acceleration corresponding to the target terminal is determined to meet the preset condition.
That is, in the case where the target application uses the control method for the virtual character in the game provided in the embodiment of the present application to adjust the current action direction of the virtual character, it is monitored whether the movement speed (the length of the movement path within the preset time) of the target terminal on the projection surface of the Z-Y screen is greater than the first threshold, and in the case where the movement speed (the length of the movement path within the preset time) is greater than the first threshold, it is determined that the user controls the target terminal by both hands and rapidly changes the angle corresponding to the elbow, and tries to trigger the trigger condition for adjusting the current action direction of the virtual character.
That is, under the condition that the movement speed (the length of the movement path within the preset time) of the target terminal on the projection plane of the Z-Y screen is monitored to be greater than the first threshold, it is determined that the user tries to trigger the trigger condition for adjusting the current action direction of the virtual character, and at this time, the acceleration of the target terminal meets the preset condition.
It should be noted that: the moving path length of the target terminal on the projection plane of the Z-Y plane in the preset time is determined according to the first acceleration value and the second acceleration value, and whether the user tries to adjust the current action direction of the virtual character is judged according to the moving path length in the preset time, so that the situation that the target terminal carries out vibration with small amplitude in a short time and the user tries to adjust the current action direction of the virtual character is misjudged is avoided.
Optionally, in the method for controlling a virtual character in a game provided in the embodiment of the present application, determining whether an acceleration corresponding to a target terminal meets a preset condition includes: determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and judging whether the angular acceleration is greater than a second threshold, wherein under the condition that the angular acceleration is greater than the second threshold, the acceleration corresponding to the target terminal is determined to meet a preset condition.
That is, in the case where the target application uses the control method of the in-game virtual character provided in the embodiment of the present application to adjust the current action direction of the virtual character, it is monitored whether the angular acceleration of the target terminal on the projection plane of the Z-Y screen is greater than the second threshold, and in the case where the angular acceleration is greater than the second threshold, it is determined that the user controls the target terminal with both hands and rapidly changes the angle corresponding to the elbow, and a trigger condition for adjusting the current action direction of the virtual character is attempted to be triggered.
That is, under the condition that it is monitored that the angular acceleration of the target terminal on the projection plane of the Z-Y screen is greater than the second threshold, it is determined that the user tries to trigger the trigger condition for adjusting the current action direction of the virtual character, and at this time, the acceleration of the target terminal meets the preset condition.
It should be noted that: the angular acceleration corresponding to the target terminal on the projection plane of the Z-Y plane is determined according to the first acceleration value and the second acceleration value, and then whether the user tries to adjust the current action direction of the virtual character is judged according to the angular acceleration, so that the situation that the target terminal moves in a single-direction distance in a short time, for example, the user holds the target terminal to move forwards, and the user tries to adjust the current action direction of the virtual character is misjudged.
Preferably, in the method for controlling a virtual character in a game provided in an embodiment of the present application, determining whether an acceleration corresponding to a target terminal meets a preset condition includes: determining the path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and judging whether the path length is greater than a first threshold value and whether the angular acceleration is greater than a second threshold value, wherein under the condition that the path length is greater than the first threshold value and the angular acceleration is greater than the second threshold value, the mobile parameter corresponding to the target terminal is determined to meet the preset condition.
That is, in the method for controlling a virtual character in a game provided in an embodiment of the present application, the first acceleration value and the second acceleration value are used to determine an angular acceleration of the target terminal on the projection plane of the Z-Y plane, and determine a length of a path of the target terminal on the projection plane of the Z-Y plane within a preset time, and finally, it is determined whether the user tries to adjust a current action direction of the virtual character according to the angular acceleration and the length of the path within the preset time, so as to achieve a technical effect of more accurately determining a moving track of the target terminal within the preset time, and further more accurately determining an intention of the user.
Optionally, in the method for controlling a virtual character in a game provided in the embodiment of the present application, when an acceleration corresponding to a target terminal meets a preset condition, the method further includes at least one of: and controlling the virtual character to stand at the original coordinate point in the first time period.
That is, when the condition that the current action direction of the virtual character is adjusted to the target direction is satisfied, the virtual character is controlled to stand at the original coordinate point in the first time period, so that the technical effect of performing time compensation on other users who adjust the current action direction of the virtual character through operation control is achieved.
For example, when the user a and the user b desire to adjust the current action direction of the virtual character to the target direction at the same time, the time length that the user a takes to adjust the current action direction of the virtual character to the target direction by controlling the motion state of the target terminal cannot be smaller than the time length that the user b performs a specific adjustment operation by operating the control to adjust the current action direction of the virtual character to the target direction. Meanwhile, the avatar of user a cannot move for the length of time spent by user b.
Optionally, in the method for controlling a virtual character in a game provided in the embodiment of the present application, when an acceleration corresponding to a target terminal meets a preset condition, the method further includes at least one of: and controlling the virtual character to be in the inoperable state in the second time period.
That is, when the condition that the current action direction of the virtual character is adjusted to the target direction is satisfied, the virtual character is controlled to be in the inoperable state in the second time period, so that the technical effect of performing time compensation on other users who adjust the current action direction of the virtual character by operating the control is achieved.
For example, when the user a and the user b desire to adjust the current action direction of the virtual character to the target direction at the same time, the time length that the user a takes to adjust the current action direction of the virtual character to the target direction by controlling the motion state of the target terminal cannot be smaller than the time length that the user b performs a specific adjustment operation by operating the control to adjust the current action direction of the virtual character to the target direction. Meanwhile, the user a cannot perform operation processing on the virtual character within the time length spent by the user b, for example, the state parameters such as the speed and the direction of the virtual character are changed by operating the control.
In addition, in an optional example, in the case that the virtual character a is in an inoperable state, other users cannot perform an operation such as an attack on the virtual character a by controlling other virtual characters, so as to change the current state of the virtual character a.
Optionally, in the method for controlling a virtual character in a game provided in the embodiment of the present application, when an acceleration corresponding to a target terminal meets a preset condition, the method further includes at least one of: and in a third time period, controlling the display parameters of the virtual character to change according to a preset range.
That is, when the condition that the current action direction of the virtual character is adjusted to the target direction is met, the display parameters of the virtual character are changed according to the preset amplitude in the third time period, so that the technical effect of prompting the user that the virtual character is in the action direction adjustment is achieved.
An air battle game is exemplified: as shown in fig. 4a and 4b, if the condition for adjusting the current action direction of the virtual character to the target direction is satisfied, the brightness of the virtual character changes by a predetermined range, that is, the airplane flickers at a certain frequency.
It should be noted that: the time lengths of the first, second, and third periods may be the same.
Under the condition that the time lengths of the first time period and the third time period are the same, the virtual character is not only in the uncontrollable state, and meanwhile, under the condition that the display parameters of the virtual character change according to the preset amplitude, the technical effect that the user is prompted to be in the uncontrollable state under the condition that the display parameters of the virtual character change according to the preset amplitude, and the user cannot operate and process the virtual character can be achieved.
Under the condition that the time lengths of the first time period and the third time period are the same, the virtual character is not only in an uncontrollable state, and meanwhile, under the condition that the display parameters of the virtual character change according to the preset amplitude, the technical effect that the virtual character is in an original coordinate point and cannot move under the condition that the display parameters of the virtual character change according to the preset amplitude can be achieved.
It should be noted that the steps illustrated in the flowcharts of the figures may be performed in a computer system such as a set of computer-executable instructions and that, although a logical order is illustrated in the flowcharts, in some cases, the steps illustrated or described may be performed in an order different than presented herein.
The embodiment of the present application further provides a device for controlling a virtual character in a game, and it should be noted that the device for controlling a virtual character in a game according to the embodiment of the present application can be used to execute the method for controlling a virtual character in a game according to the embodiment of the present application. The following describes a control device for a virtual character in a game according to an embodiment of the present application.
Fig. 5 is a schematic diagram of a control device of a virtual character in a game according to an embodiment of the present application. As shown in fig. 5, the apparatus includes: a detection unit 51 and an adjustment unit 52.
The detection unit 51 is configured to, when detecting that the virtual character in the target application is in an action state, control an acceleration sensor corresponding to the target terminal to detect an acceleration corresponding to the target terminal, where the target application runs on the target terminal;
the adjusting unit 52 is configured to determine whether the acceleration corresponding to the target terminal meets a preset condition, and adjust the current action direction of the virtual character to a target direction according to a horizontal plane corresponding to the game scene when the acceleration corresponding to the target terminal meets the preset condition, where the target direction is parallel to the horizontal plane.
Optionally, in the control device for an in-game virtual character provided in the embodiment of the present application, the detecting unit 51 includes: the first detection module is used for controlling an acceleration sensor corresponding to the target terminal to detect a first acceleration corresponding to the target terminal, wherein the first acceleration is an acceleration value of the target terminal in the Z-axis direction; and the second detection module is used for controlling the acceleration sensor corresponding to the target terminal to detect a second acceleration corresponding to the target terminal, wherein the second acceleration is an acceleration value of the target terminal in the Y-axis direction, the Z axis is vertical to the horizontal plane, and the Y axis is vertical to the Z axis and is vertical to one long edge of the target terminal.
Optionally, in the control device for an in-game virtual character provided in an embodiment of the present application, the adjusting unit 52 includes: the first determining module is used for determining the moving path length of the target terminal on the projection plane of the Z-Y plane within the preset time according to the first acceleration value and the second acceleration value; the first judging module is used for judging whether the path length is greater than a first threshold value, wherein under the condition that the path length is greater than the first threshold value, the acceleration corresponding to the target terminal is determined to meet a preset condition.
Optionally, in the control device for an in-game virtual character provided in an embodiment of the present application, the adjusting unit 52 includes: the second determining module is used for determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and the second judging module is used for judging whether the angular acceleration is greater than a second threshold value, wherein under the condition that the angular acceleration is greater than the second threshold value, the acceleration corresponding to the target terminal is determined to meet the preset condition.
Optionally, in the control device for an avatar in a game provided in an embodiment of the present application, the adjusting unit 52 includes: the first determining module is used for determining the path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; the second determining module is used for determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and the third judging module is used for judging whether the path length is greater than a first threshold value and whether the angular acceleration is greater than a second threshold value, wherein under the condition that the path length is greater than the first threshold value and the angular acceleration is greater than the second threshold value, the mobile parameter corresponding to the target terminal meets the preset condition.
Optionally, in the control device for an in-game virtual character provided in an embodiment of the present application, the device further includes at least one of: the first control unit is used for controlling the virtual character to be statically placed at an original coordinate point within a first time period under the condition that the acceleration corresponding to the target terminal meets a preset condition; the second control unit is used for controlling the virtual character to be in an inoperable state in a second time period under the condition that the acceleration corresponding to the target terminal meets a preset condition; and the third control unit is used for controlling the display parameters of the virtual character to change according to the preset amplitude in the third time period under the condition that the acceleration corresponding to the target terminal meets the preset condition.
According to the control device for the virtual character in the game, when the detection unit detects that the virtual character in the target application is in an action state, the acceleration sensor corresponding to the target terminal is controlled to detect the acceleration corresponding to the target terminal, wherein the target application runs on the target terminal; the adjusting unit judges whether the acceleration corresponding to the target terminal meets a preset condition or not, and adjusts the current action direction of the virtual character to be the target direction according to the horizontal plane corresponding to the game scene under the condition that the acceleration corresponding to the target terminal meets the preset condition, wherein the target direction is parallel to the horizontal plane, so that the technical problems that the difficulty is high and the misoperation is easy to occur in the operation mode of machine body return correction in the related technology are solved. The technical effect of reducing the operation difficulty of adjusting the current action direction of the virtual character is achieved, and meanwhile, the situation that the current action direction of the virtual character is adjusted accidentally due to the fact that a user touches the operation key accidentally is avoided.
The control device for the virtual character in the game includes a processor and a memory, the detecting unit 51, the adjusting unit 52, and the like are stored in the memory as program units, and the processor executes the program units stored in the memory to realize corresponding functions.
The processor comprises a kernel, and the kernel calls the corresponding program unit from the memory. The kernel can be set to be one or more than one, and the technical problems that the difficulty is high and the misoperation is easy to occur in the operation mode of correcting the machine body in the related technology are solved by adjusting the kernel parameters.
The memory may include volatile memory in a computer readable medium, Random Access Memory (RAM) and/or nonvolatile memory such as Read Only Memory (ROM) or flash memory (flash RAM), and the memory includes at least one memory chip.
An embodiment of the present invention provides a storage medium having a program stored thereon, the program implementing a method of controlling a virtual character in a game when executed by a processor.
The embodiment of the invention provides a processor, which is used for running a program, wherein the program runs to execute a control method of a virtual character in a game.
An embodiment of the present invention provides a terminal, including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including a control method for executing an in-game virtual character of any one of the above.
The embodiment of the invention provides equipment, which comprises a processor, a memory and a program which is stored on the memory and can run on the processor, wherein the processor executes the program and realizes the following steps: when detecting that the virtual role in the target application is in an action state, controlling an acceleration sensor corresponding to a target terminal to detect acceleration corresponding to the target terminal, wherein the target application runs on the target terminal; judging whether the acceleration corresponding to the target terminal meets a preset condition, and adjusting the current action direction of the virtual character to be a target direction according to a horizontal plane corresponding to the game scene under the condition that the acceleration corresponding to the target terminal meets the preset condition, wherein the target direction is parallel to the horizontal plane.
Optionally, controlling the acceleration sensor corresponding to the target terminal to detect the acceleration corresponding to the target terminal includes: controlling an acceleration sensor corresponding to a target terminal to detect a first acceleration corresponding to the target terminal, wherein the first acceleration is an acceleration value of the target terminal in a Z-axis direction; and controlling an acceleration sensor corresponding to the target terminal to detect a second acceleration corresponding to the target terminal, wherein the second acceleration is an acceleration value of the target terminal in a Y-axis direction, a Z-axis is perpendicular to a horizontal plane, and the Y-axis is perpendicular to the Z-axis and perpendicular to one long edge of the target terminal.
Optionally, the determining whether the acceleration corresponding to the target terminal meets the preset condition includes: determining the moving path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; and judging whether the path length is greater than a first threshold value, wherein under the condition that the path length is greater than the first threshold value, the acceleration corresponding to the target terminal is determined to meet a preset condition.
Optionally, the determining whether the acceleration corresponding to the target terminal meets the preset condition includes: according to the first acceleration value and the second acceleration value, determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane; and judging whether the angular acceleration is greater than a second threshold, wherein under the condition that the angular acceleration is greater than the second threshold, the acceleration corresponding to the target terminal is determined to meet the preset condition.
Optionally, the determining whether the acceleration corresponding to the target terminal meets the preset condition includes: determining the path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; according to the first acceleration value and the second acceleration value, determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane; and judging whether the path length is greater than a first threshold value and whether the angular acceleration is greater than a second threshold value, wherein under the condition that the path length is greater than the first threshold value and the angular acceleration is greater than the second threshold value, the mobile parameter corresponding to the target terminal is determined to meet the preset condition.
Optionally, when the acceleration corresponding to the target terminal meets the preset condition, the method further includes at least one of: controlling the virtual character to stand at the original coordinate point in a first time period; controlling the virtual role to be in an inoperable state in a second time period; and in a third time period, controlling the display parameters of the virtual character to change according to the preset amplitude. The device herein may be a server, a PC, a PAD, a mobile phone, etc.
The present application further provides a computer program product adapted to perform a program of initializing the following method steps when executed on a data processing device: when detecting that the virtual role in the target application is in an action state, controlling an acceleration sensor corresponding to a target terminal to detect acceleration corresponding to the target terminal, wherein the target application runs on the target terminal; and judging whether the acceleration corresponding to the target terminal meets a preset condition, and under the condition that the acceleration corresponding to the target terminal meets the preset condition, adjusting the current action direction of the virtual character into a target direction according to a horizontal plane corresponding to the game scene, wherein the target direction is parallel to the horizontal plane.
Optionally, controlling the acceleration sensor corresponding to the target terminal to detect the acceleration corresponding to the target terminal includes: controlling an acceleration sensor corresponding to a target terminal to detect a first acceleration corresponding to the target terminal, wherein the first acceleration is an acceleration value of the target terminal in the Z-axis direction; and controlling an acceleration sensor corresponding to the target terminal to detect a second acceleration corresponding to the target terminal, wherein the second acceleration is an acceleration value of the target terminal in a Y-axis direction, a Z-axis is perpendicular to a horizontal plane, and the Y-axis is perpendicular to the Z-axis and perpendicular to one long edge of the target terminal.
Optionally, the determining whether the acceleration corresponding to the target terminal meets the preset condition includes: determining the moving path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; and judging whether the path length is greater than a first threshold value, wherein under the condition that the path length is greater than the first threshold value, the acceleration corresponding to the target terminal is determined to meet a preset condition.
Optionally, the determining whether the acceleration corresponding to the target terminal meets the preset condition includes: determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and judging whether the angular acceleration is greater than a second threshold, wherein under the condition that the angular acceleration is greater than the second threshold, the acceleration corresponding to the target terminal is determined to meet a preset condition.
Optionally, the determining whether the acceleration corresponding to the target terminal meets the preset condition includes: determining the path length of the target terminal on the projection plane of the Z-Y plane within preset time according to the first acceleration value and the second acceleration value; determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value; and judging whether the path length is greater than a first threshold value and whether the angular acceleration is greater than a second threshold value, wherein under the condition that the path length is greater than the first threshold value and the angular acceleration is greater than the second threshold value, the mobile parameter corresponding to the target terminal is determined to meet the preset condition.
Optionally, when the acceleration corresponding to the target terminal meets the preset condition, the method further includes at least one of: controlling the virtual character to stand at the original coordinate point in a first time period; controlling the virtual role to be in an inoperable state in a second time period; and in a third time period, controlling the display parameters of the virtual character to change according to a preset range.
As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present application is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
In a typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include forms of volatile memory in a computer readable medium, Random Access Memory (RAM) and/or non-volatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). The memory is an example of a computer-readable medium.
Computer-readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), Read Only Memory (ROM), Electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), Digital Versatile Disks (DVD) or other optical storage, magnetic cassettes, magnetic tape storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information that can be accessed by a computing device. As defined herein, a computer readable medium does not include a transitory computer readable medium such as a modulated data signal and a carrier wave.
It should also be noted that the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in the process, method, article, or apparatus that comprises the element.
As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The above are merely examples of the present application and are not intended to limit the present application. Various modifications and changes may occur to those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the scope of the claims of the present application.

Claims (9)

1. A method for controlling a virtual character in a game, comprising:
when detecting that a virtual role in a target application is in an action state, controlling an acceleration sensor corresponding to a target terminal to detect acceleration corresponding to the target terminal, wherein the target application runs on the target terminal;
judging whether the acceleration corresponding to the target terminal meets a preset condition, and under the condition that the acceleration corresponding to the target terminal meets the preset condition, adjusting the current action direction of the virtual character to be a target direction according to a horizontal plane corresponding to a game scene, wherein the target direction is parallel to the horizontal plane;
wherein, judging whether the acceleration corresponding to the target terminal meets a preset condition comprises:
determining the length of a moving path of the target terminal on a projection plane of a Z-Y plane within a preset time according to a first acceleration value and a second acceleration value, wherein the first acceleration value is an acceleration value of the target terminal in a Z-axis direction, the second acceleration value is an acceleration value of the target terminal in a Y-axis direction, the Z axis is perpendicular to a horizontal plane, and the Y axis is perpendicular to the Z axis and a long edge of the target terminal;
and judging whether the path length is greater than a first threshold value, wherein under the condition that the path length is greater than the first threshold value, the acceleration corresponding to the target terminal is determined to meet a preset condition.
2. The method of claim 1, wherein controlling an acceleration sensor corresponding to a target terminal to detect an acceleration corresponding to the target terminal comprises:
controlling an acceleration sensor corresponding to the target terminal to detect the first acceleration; and
and controlling an acceleration sensor corresponding to the target terminal to detect the second acceleration.
3. The method according to claim 2, wherein determining whether the acceleration corresponding to the target terminal meets a preset condition comprises:
determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value;
and judging whether the angular acceleration is greater than a second threshold, wherein under the condition that the angular acceleration is greater than the second threshold, the acceleration corresponding to the target terminal is determined to meet a preset condition.
4. The method according to claim 2, wherein determining whether the acceleration corresponding to the target terminal meets a preset condition comprises:
determining the path length of the target terminal on the projection plane of the Z-Y plane within a preset time according to the first acceleration value and the second acceleration value;
determining the corresponding angular acceleration of the target terminal on the projection plane of the Z-Y plane according to the first acceleration value and the second acceleration value;
and judging whether the path length is greater than a first threshold value and whether the angular acceleration is greater than a second threshold value, wherein under the condition that the path length is greater than the first threshold value and the angular acceleration is greater than the second threshold value, the mobile parameter corresponding to the target terminal is determined to meet a preset condition.
5. The method according to claim 1, wherein in case that the acceleration corresponding to the target terminal satisfies a preset condition, the method further comprises at least one of:
controlling the virtual character to stand at an original coordinate point in a first time period;
controlling the virtual role to be in an inoperable state in a second time period;
and in a third time period, controlling the display parameters of the virtual character to change according to a preset range.
6. An apparatus for controlling a virtual character in a game, comprising:
the detection unit is used for controlling an acceleration sensor corresponding to a target terminal to detect acceleration corresponding to the target terminal when detecting that a virtual character in a target application is in an action state, wherein the target application runs on the target terminal;
the adjusting unit is used for judging whether the acceleration corresponding to the target terminal meets a preset condition or not, and adjusting the current action direction of the virtual character to be a target direction according to a horizontal plane corresponding to a game scene under the condition that the acceleration corresponding to the target terminal meets the preset condition, wherein the target direction is parallel to the horizontal plane;
the adjusting unit is further configured to determine a moving path length of the target terminal on a projection plane of a Z-Y plane within a preset time according to a first acceleration value and a second acceleration value, where the first acceleration is an acceleration value of the target terminal in a Z-axis direction, the second acceleration is an acceleration value of the target terminal in a Y-axis direction, the Z-axis is perpendicular to a horizontal plane, and the Y-axis is perpendicular to the Z-axis and perpendicular to one long side of the target terminal; and judging whether the path length is greater than a first threshold value, wherein under the condition that the path length is greater than the first threshold value, the acceleration corresponding to the target terminal is determined to meet a preset condition.
7. A terminal, comprising: one or more processors, memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs comprising control methods for executing an in-game avatar of any of claims 1-5.
8. A storage medium characterized by comprising a stored program, wherein the program executes the method of controlling a virtual character in a game according to any one of claims 1 to 5.
9. An electronic device, comprising: one or more processors, memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs comprising control methods for executing an in-game avatar of any of claims 1-5.
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