CN111921188B - Virtual object control method, device, terminal and storage medium - Google Patents

Virtual object control method, device, terminal and storage medium Download PDF

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Publication number
CN111921188B
CN111921188B CN202010847667.0A CN202010847667A CN111921188B CN 111921188 B CN111921188 B CN 111921188B CN 202010847667 A CN202010847667 A CN 202010847667A CN 111921188 B CN111921188 B CN 111921188B
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Prior art keywords
shooting mode
shooting
virtual object
control
virtual
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CN202010847667.0A
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CN111921188A (en
Inventor
林凌云
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202010847667.0A priority Critical patent/CN111921188B/en
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Abstract

The application discloses a control method, a device, a terminal and a storage medium of a virtual object, and relates to the technical fields of computers and Internet. The method comprises the following steps: displaying a game interface, wherein the game interface comprises a switching control for switching shooting modes of the virtual object, and the shooting modes comprise a manual shooting mode and an automatic shooting mode; receiving a trigger operation acting on a switching control; and controlling the shooting mode of the virtual object to switch. According to the embodiment of the application, the switching control for controlling the virtual object to switch the shooting mode is provided in the game interface, and the user can autonomously select the switching shooting mode through the switching control, so that the shooting mode can be switched in the game, and the flexibility of user operation is improved.

Description

Virtual object control method, device, terminal and storage medium
Technical Field
The embodiment of the application relates to the technical fields of computers and the Internet, in particular to a control method, a device, a terminal and a storage medium of a virtual object.
Background
Currently, in some shooting-type games, a player may set a shooting manner of a virtual object.
In the related art, a player may select a shooting mode of a virtual object, such as a single point single shooting mode, before entering a game play. After entering a game play, the player may control the virtual object to fire in accordance with the previously set firing pattern.
However, in the game play, the player cannot switch the shooting mode, and the game play is not flexible enough.
Disclosure of Invention
The embodiment of the application provides a control method, a device, a terminal and a storage medium for a virtual object, which can switch shooting modes in game play and improve the flexibility of user operation. The technical scheme is as follows:
According to an aspect of an embodiment of the present application, there is provided a control method of a virtual object, the method including:
Displaying a game interface, wherein the game interface comprises a switching control for switching shooting modes of virtual objects, and the shooting modes comprise a manual shooting mode and an automatic shooting mode;
receiving a trigger operation acting on the switching control;
And controlling the shooting mode of the virtual object to switch.
According to an aspect of an embodiment of the present application, there is provided a control apparatus for a virtual object, the apparatus including:
The interface display module is used for displaying a game play interface of a game play, wherein the game play interface comprises a switching control for switching shooting modes of the virtual object, and the shooting modes comprise a manual shooting mode and an automatic shooting mode;
The operation receiving module is used for receiving triggering operation acting on the switching control;
and the switching control module is used for controlling the shooting mode of the virtual object to switch.
According to an aspect of an embodiment of the present application, there is provided a terminal including a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the control method of the virtual object.
According to an aspect of an embodiment of the present application, there is provided a computer-readable storage medium having stored therein at least one instruction, at least one program, a code set, or an instruction set, which is loaded and executed by a processor to implement the control method of a virtual object described above.
According to an aspect of embodiments of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions so that the terminal performs the control method of the virtual object.
The technical scheme provided by the embodiment of the application can have the following beneficial effects:
By being in the game play interface of the game play, a switch control is provided for controlling the virtual object to switch the mode of shooting, the user can autonomously select to switch the shooting mode through the switching control, so that the shooting mode can be switched in the game play, and the flexibility of user operation is improved.
In addition, because the switching control is displayed in the game playing interface, the user can simply and efficiently switch the shooting mode in the game playing process without calling out complex operations such as setting the interface, thereby realizing the function of triggering the shooting mode by one key and improving the operation efficiency.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic illustration of an implementation environment for an embodiment of the present application;
FIG. 2 is a flow chart of a method for controlling a virtual object according to one embodiment of the present application;
FIG. 3 is a schematic illustration of a firing pattern provided by one embodiment of the present application;
FIG. 4 is a schematic illustration of a game play interface for a game play provided by one embodiment of the application;
FIG. 5 is a schematic illustration of a setup interface provided by one embodiment of the application;
FIG. 6 is a schematic illustration of a game play interface for a game play provided in accordance with another embodiment of the present application;
FIG. 7 is a flow chart of a method for controlling a virtual object according to another embodiment of the present application;
FIG. 8 is a flow chart of a method of triggering automatic shooting provided in one embodiment of the present application;
FIG. 9 is a block diagram of a control device for virtual objects provided by one embodiment of the application;
FIG. 10 is a block diagram of a control apparatus for a virtual object according to another embodiment of the present application;
fig. 11 is a block diagram of a terminal according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
Before describing embodiments of the present application, related terms referred to in the present application will be first described.
1. Virtual environment
A virtual environment is an environment that a client of an application (e.g., a game application) displays (or provides) while running on a terminal, and refers to an environment created for a virtual object to perform an activity (e.g., a game competition), such as a virtual house, a virtual island, a virtual map, etc. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary environment. The virtual environment may be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited by the embodiment of the present application.
2. Virtual object
The virtual object refers to a virtual role that the user account controls in the application. Taking an application as a game application as an example, a virtual object refers to a game character that a user account controls in the game application. The virtual object may be in the form of a character, an animal, a cartoon, or other forms, and embodiments of the present application are not limited in this regard. The virtual object may be displayed in a three-dimensional form or a two-dimensional form, which is not limited in the embodiment of the present application.
The operations that the user account can perform to control the virtual object may also vary among different game applications. For example, in a shooting-type game application, a user account may control a virtual object to perform shooting, running, jumping, picking up a firearm, changing a firearm, adding a bullet to a firearm, and the like.
Of course, other types of applications besides game applications may expose virtual objects to users and provide corresponding functionality to the virtual objects. For example, an AR (Augmented Reality ) class application, a social class application, an interactive entertainment class application, and the like, to which embodiments of the application are not limited. In addition, for different application programs, the forms of the virtual objects provided by the application programs are different, and the corresponding functions are also different, which can be configured in advance according to actual requirements, and the embodiment of the application is not limited to this.
Referring to fig. 1, a schematic diagram of an implementation environment of an embodiment of the present application is shown. The implementation environment may include: a terminal 10 and a server 20.
The terminal 10 may be an electronic device such as a cell phone, tablet, multimedia player device, PC (Personal Computer ), wearable device, etc. A client for running a target application, which may be a game application, a learning simulation application, a virtual reality experience application, or the like, may be installed in the terminal 10, which is not limited in this embodiment of the present application.
Server 20 may be used to provide background services for clients of target applications (e.g., game-like applications) in terminal 10. For example, the server 20 may be a background server of the target application (e.g., game-like application) described above. The server 20 may be a server, a server cluster comprising a plurality of servers, or a cloud computing service center.
The terminal 10 and the server 20 can communicate with each other via a network 30. The network 30 may be a wired network or a wireless network.
Referring to fig. 2, a flowchart of a method for controlling a virtual object according to an embodiment of the application is shown. The method can be applied to the terminal described above, such as a client of a target application program (such as a game application program) of the terminal. The method may comprise the following steps (steps 201-203):
Step 201, displaying a game play interface of a game play, wherein the game play interface comprises a switching control for switching shooting modes of the virtual object, and the shooting modes comprise a manual shooting mode and an automatic shooting mode.
In the embodiment of the application, the game play refers to that at least two players perform interaction combat in the game, and one game play is finished. For example, in a shooting game, a player on the side a and a player on the side B perform an interaction in the game play, and one of the players who has a large number of hits is the winner in a preset time of the game play. The end of the preset time indicates the end of the game, or the end of the game when one player is all hit.
The game play interface is used for presenting the virtual environment when the game plays to the user, and elements in the virtual environment, such as virtual buildings, virtual props, virtual objects and the like, can be included in the game play interface. Optionally, the game interface also includes operation controls, such as buttons, sliders, icons, etc., for the user to operate. In one example, the game interface includes a display layer for displaying a virtual environment screen, which is a display screen for presenting a virtual environment to a user, and a control layer. The control layer is configured to display UI (User Interface) controls (e.g., including a toggle control, etc.). Of course, the control layer may further include other operation controls besides the above-mentioned switching control, such as an operation control for controlling the action of the virtual object, an operation control for controlling the virtual object to switch the virtual equipment, and the like. Optionally, the display hierarchy of the control layer is located above the display hierarchy of the display layer so as to be able to respond to a touch operation of the user on the UI control.
The shooting mode may include a manual shooting mode and an automatic shooting mode. For example, in a shooting-type game application, the automatic shooting mode refers to a shooting mode in which a shooting operation is automatically triggered when a virtual firearm of a virtual object is directed to a body of a target virtual object. For example, referring to fig. 3, in a game play, a user controls a virtual object to direct a virtual firearm to a body of a target virtual object, and a shooting operation is automatically triggered when a sight 31 of the virtual firearm is in contact with the body of the target virtual object in its extending direction. Alternatively, the center of the virtual firearm may be a dot, or may be a square dot, which may be adjusted according to the custom of the user, and embodiments of the present application are not limited herein.
Optionally, the sight may be directed toward the head of the target virtual object, may be directed toward the legs of the target virtual object, may be directed toward the torso of the target object, and so on. Accordingly, different parts are hit with different injuries. For example, the head is hit with a greater injury than the leg.
The manual shooting mode refers to a shooting mode that a shooting control is required to be manually triggered to perform shooting operation. Alternatively, the manual mode of firing may include a continuous firing operation by holding the firing control continuously. The manual mode of shooting may also include performing a single shot operation with a single shot firing control. For example, referring to fig. 3, in a game play, after a player views a target virtual object, the player aims the target virtual object, and simultaneously manually triggers the shooting control 32 to shoot the target virtual object, and when the player needs to perform continuous shooting operation on the target virtual object, the player needs to trigger the shooting control 32 continuously.
Alternatively, the player may control the virtual object to switch between the automatic shooting mode and the manual shooting mode by triggering a switch control. The player can also control the virtual object to sequentially switch among an automatic shooting mode, a manual shooting mode and a semi-automatic shooting mode by triggering the switching control. The player can order the switching sequence of the automatic shooting mode, the manual shooting mode and the semi-automatic shooting mode according to own preference.
The semiautomatic shooting mode is a shooting mode that continuous shooting can be triggered by triggering the shooting control once, and continuous shooting can be stopped by triggering the shooting control again. For example, in a game, after a player views a target virtual object, aiming operation is performed on the target virtual object, and when the player only needs to trigger a shooting control once, the player can perform continuous shooting operation on the target virtual object, without triggering the shooting control uninterruptedly. When the player needs to stop the continuous shooting, only the shooting control needs to be clicked again.
The switching control is used for switching the shooting mode of the virtual object and can also be used for prompting the current shooting mode of the virtual object, and the prompt can be a text representation or a graphic representation. The shape of the switching control can be rectangular or circular. Optionally, the style of the toggle control (e.g., display size, display shape, display position, etc.) may be adjusted according to the user's habits. For example, as shown in fig. 4, the game play interface displays a switch control 41, the switch control 41 having a square shape, located in the lower left corner of the play interface. The switch control 41 also includes a switch icon and a text prompt "manual fire" indicating that the virtual object is being fired in a manual mode.
In one example, a game play provides a setup interface in which a user can customize the display style of a switch control, and adjusting content can include: the method comprises the following specific steps of adjusting the display position of the switching control, adjusting the display size of the switching control, adjusting the display transparency of the switching control and the like:
1. responding to an outgoing instruction aiming at the setting interface, and displaying the setting interface;
2. Acquiring setting operation aiming at a switching control in a setting interface;
3. and determining the display style of the switching control in the game interface according to the setting operation. Wherein the display style includes at least one of: display position, display size, display transparency, display color.
For example, referring to FIG. 5, at the setup interface, the user makes the following adjustments to the switch control 41: 1. the display size of the switch control 41 is adjusted to 200% of the original size. 2. The display transparency of the switching control 41 is adjusted to 37% of the initial value. 3. The switch control 41 is adjusted to the right hand undershot display. 4. The switching icon and the text prompt are adjusted to be displayed in parallel. And the modified switching control is correspondingly displayed on the office interface.
Step 202, a trigger signal is received that acts on a switch control.
In the embodiment of the application, in the response area corresponding to the switching control, the terminal can respond to the touch operation of the user, such as clicking, pressing or sliding operation. After the user performs clicking, pressing or sliding operations on the response area, the terminal receives a corresponding operation signal, namely a trigger signal.
Alternatively, the response area of the toggle control may be completely coincident with the display shape of the toggle control, i.e., the toggle control response area and the toggle control are completely coincident in terms of display size, display position, and display shape. Optionally, the response area of the toggle control may further include the toggle control, that is, the response area of the toggle control is larger in size than the display size of the toggle control.
In addition, the response area may be an area visible to a user in the game play interface of the game play, or may be an area invisible to a user in the game play interface of the game play, for example, the target area may be a completely transparent area, which is not limited by the embodiment of the present application. For example, as shown in fig. 4, the response area of the toggle control 41 is transparent and overlaps with the toggle icon of the toggle control.
In the embodiment of the application, the shooting mode of the virtual object is correspondingly switched every time the triggering operation of the triggering signal is performed. Alternatively, the user may set a trigger operation of the trigger operation signal according to personal habits, which may be a click, a slide, a press, or the like operation.
In step 203, the shooting mode of the virtual object is controlled to switch.
In the embodiment of the application, the shooting modes comprise an automatic shooting mode and a manual shooting mode. The switching process of the two shooting modes can comprise the following situations: in the case where the virtual object is in the manual shooting mode, the mode is switched from the manual shooting mode to the automatic shooting mode. Or switching from the automatic shooting mode to the manual shooting mode in the case that the virtual object is in the automatic shooting mode.
Optionally, after the shooting mode is switched successfully, the prompt information of the switching control is correspondingly switched. The prompt information comprises automatic shooting mode prompt information and manual shooting mode prompt information. When the shooting mode of the virtual object is a manual shooting mode, displaying manual shooting mode prompt information, wherein the manual shooting mode prompt information is used for prompting that the currently adopted shooting mode is the manual shooting mode. When the shooting mode of the virtual object is an automatic shooting mode, automatic shooting mode prompt information is displayed, and the automatic shooting mode prompt information is used for prompting that the currently adopted shooting mode is the automatic shooting mode.
Optionally, when the shooting mode is switched successfully, the shooting control is changed accordingly. Wherein the shooting control is used for controlling the virtual object to shoot by using the virtual firearm. And when the shooting mode of the virtual object is an automatic shooting mode, canceling the display of the shooting control in the game interface. And displaying the shooting control in the game interface after the shooting mode of the virtual object is switched from the automatic shooting mode to the manual shooting mode.
Referring to fig. 4, a schematic diagram of a game interface in a manual mode of shooting is schematically shown. The prompt information of the switch control 41 is "manual shooting", and the shooting mode of the virtual object is the manual shooting mode, so that the shooting control 42 is displayed in the game interface. Referring to fig. 6, a schematic diagram of a game interface in an automatic shooting mode is schematically shown. The prompt message of the switching control 41 is "automatic shooting", and the shooting mode of the virtual object is the automatic shooting mode, so that the shooting control 42 is canceled from the game interface, a movable function is added to the sight 43, and the user can move the sight 43 to point to the target virtual object to perform automatic shooting operation.
In one example, the game interface further includes a selection control for displaying a virtual firearm used for selecting the virtual object, and the user can perform a selection operation of the virtual firearm by triggering the selection control. The specific operation steps are as follows:
1. receiving a trigger operation acting on a selection control;
2. controlling a virtual firearm used by the virtual object to switch;
3. and controlling the shooting mode of the virtual object according to the switched target virtual firearm.
The virtual firearm may include various categories, such as sniper, submachine, pistol, etc. Different classes of virtual firearms may be adapted for different modes of shooting, e.g. the first class of virtual firearms corresponds to a manual mode of shooting, such as a sniper gun or the like. The second category of virtual firearms corresponds to automatic shooting modes, such as submachine guns and the like.
When the virtual firearm is selected successfully, the shooting mode is changed correspondingly. If the virtual firearm belongs to the second category and the virtual object is in the manual shooting mode, the virtual object is controlled to be switched from the manual shooting mode to the automatic shooting mode. If the virtual firearm belongs to the first category, and the virtual object is in the automatic shooting mode, the automatic shooting mode is switched to the manual shooting mode. For example, a virtual firearm of the sniper type, whose fixed firing pattern is a manual firing pattern. After the virtual firearms of the sniper gun category are selected successfully, the design mode of the virtual object is automatically switched to a manual shooting mode.
Optionally, the user may set shooting modes corresponding to different types of virtual firearms in the setting interface. For example, the shooting mode corresponding to the virtual firearm of the submachine gun type may be set as an automatic shooting mode, or the shooting mode corresponding to the virtual firearm of the submachine gun type may be set as a manual shooting mode, which is not limited herein.
In summary, according to the technical scheme provided by the embodiment of the application, the switching control for controlling the virtual object to switch the shooting mode is provided in the game play interface, so that the user can automatically select to switch the shooting mode through the switching control, the shooting mode can be switched in the game play, and the flexibility of user operation is improved.
In addition, because the switching control is displayed in the game playing interface, the user can simply and efficiently switch the shooting mode in the game playing process without calling out complex operations such as setting the interface, thereby realizing the function of triggering the shooting mode by one key and improving the operation efficiency.
In addition, the type and the shooting mode of the virtual firearm are set in a correlated mode, so that the corresponding shooting mode is automatically switched based on the type of the virtual firearm, and the operation efficiency and the man-machine interaction experience are further improved.
In an exemplary embodiment, referring to fig. 7, a flowchart of a method for controlling a virtual object according to another embodiment of the present application is shown. The control method comprises the following steps:
1. And detecting whether the player triggers the switching control, and if the player is not detected to trigger the switching control, executing the detection step. And if the trigger of the player to switch the control is detected, switching the shooting mode of the virtual object.
2. Detecting whether the virtual object starts an automatic shooting mode, if the virtual object starts the automatic shooting mode, hiding a shooting control in a game interface, and switching control prompt information to display 'automatic shooting': the hiding mode can be to cancel the shooting control display or to restrict the shooting control. If the virtual object does not start the automatic shooting mode, namely the virtual object starts the manual shooting mode, a shooting control is displayed in the game interface, and the control prompt message is switched to display 'manual shooting'.
Optionally, in the process of detecting whether the virtual object starts automatic shooting, the operation of detecting whether the player triggers the control switching can be continuously performed, so that corresponding adjustment can be made on the game interface in response to the operation of the player in real time.
In one exemplary embodiment, referring to FIG. 8, a flow chart of a method of triggering automatic shooting is shown as provided by one embodiment of the present application. The triggering process of the automatic shooting is specifically as follows:
1. it is detected whether the player has turned on automatic shooting. If the player starts automatic shooting, executing the next step; if the player does not turn on the automatic shooting, the step is continued.
2. In response to the player initiating an automatic shoot, it is detected whether the virtual object is in a shoot-enabled state. If the virtual object is in the shooting permission state, executing the next step; if the virtual object is not in the shooting permission state, executing the step 1. Wherein meeting the condition that allows the firing status includes meeting a player life value other than zero and a weapon having a bullet.
3. In response to the player being in a state of allowed shooting, it is detected whether a sight of the virtual firearm is directed to an enemy virtual object body. If the sight of the virtual firearm is pointed to the body of the enemy virtual object, entering an automatic shooting state; if the sight of the virtual firearm is not directed towards the body of the enemy virtual object, step 1 is executed.
Correspondingly, in response to the state of the enemy virtual object having a zero life value, losing enemy virtual object position, virtual weapon bullet exhaustion, etc., the auto-fire state is exited. Wherein, whether the virtual object life value is zero can be judged by checking the virtual blood bar of the enemy virtual object.
Optionally, in the game play interface, the automatic shooting operation is ended when the display position of the enemy virtual object is lost, that is, the virtual object cannot be selected by the sight of the virtual weapon. The situation includes: the target virtual object is blocked by the virtual object, and the virtual object loses the perspective of the target virtual object. The situation may also be that the target virtual object exits the current game play display interface.
Alternatively, if the life value of the virtual object is zero, the virtual object cannot perform the automatic shooting operation.
In summary, according to the technical scheme provided by the embodiment of the application, the switching control for controlling the virtual object to switch the shooting mode is provided in the game play interface, so that the user can automatically select to switch the shooting mode through the switching control, the shooting mode can be switched in the game play, and the flexibility of user operation is improved.
In addition, because the switching control is displayed in the game playing interface, the user can simply and efficiently switch the shooting mode in the game playing process without calling out complex operations such as setting the interface, thereby realizing the function of triggering the shooting mode by one key and improving the operation efficiency.
In addition, by providing an automatic shooting mode, the automatic shooting of the virtual object is controlled, and the operation efficiency and the man-machine interaction experience are further improved.
The following are examples of the apparatus of the present application that may be used to perform the method embodiments of the present application. For details not disclosed in the embodiments of the apparatus of the present application, please refer to the embodiments of the method of the present application.
Referring to fig. 9, a block diagram of a control device for a virtual object according to an embodiment of the application is shown. The device has the function of realizing the method example, and the function can be realized by hardware or can be realized by executing corresponding software by hardware. The device may be the terminal described above or may be provided in the terminal. The apparatus 900 includes: an interface display module 901, an operation receiving module 902, and a switching control module 903.
The interface display module 901 is configured to display a game play interface, where the game play interface includes a switching control for switching a shooting mode of the virtual object, and the shooting mode includes a manual shooting mode and an automatic shooting mode.
An operation receiving module 902 is configured to receive a trigger operation acting on the switching control.
The switching control module 903 is configured to control the shooting mode of the virtual object to switch.
In an exemplary embodiment, the switch control module 903 is configured to switch from the manual shooting mode to the automatic shooting mode when the virtual object is in the manual shooting mode; and switching from the automatic shooting mode to the manual shooting mode in the case that the virtual object is in the automatic shooting mode.
In an exemplary embodiment, a selection control for selecting a virtual firearm used by the virtual object is also included in the game interface. As shown in fig. 10, the apparatus 900 further includes: a selection receiving module 904, a firearm switching module 905 and a firing control module 906.
A selection receiving module 904, configured to receive a triggering operation acting on the selection control.
And a firearm switching module 905, configured to control a virtual firearm used by the virtual object to switch.
The shooting control module 906 is configured to control a shooting mode of the virtual object according to the switched target virtual firearm.
In one exemplary embodiment, a first category of virtual firearms corresponds to the manual mode of shooting and a second category of virtual firearms corresponds to the automatic mode of shooting. The shooting control module 906 is configured to switch from the manual shooting mode to the automatic shooting mode if the target virtual firearm belongs to the second category and the virtual object is in the manual shooting mode; and if the target virtual firearm belongs to the first category and the virtual object is in the automatic shooting mode, switching from the automatic shooting mode to the manual shooting mode.
In an exemplary embodiment, the interface display module 901 is further configured to:
after the manual shooting mode is switched to the automatic shooting mode, canceling a shooting control in the game interface, wherein the shooting control is used for controlling the virtual object to shoot by using a virtual firearm;
After switching from the automatic shooting mode to the manual shooting mode, the shooting control is displayed in the game interface.
In an exemplary embodiment, the switching control module 903 is further configured to control the switching of the prompt information corresponding to the switching control. The prompt information comprises a first prompt information and a second prompt information, wherein the first prompt information is used for prompting that the currently adopted shooting mode is the manual shooting mode, and the second prompt information is used for prompting that the currently adopted shooting mode is the automatic shooting mode.
In an exemplary embodiment, the apparatus 900 further includes: a setting display module, a setting acquisition module, and a style determination module (not shown in fig. 10).
And the setting display module is used for responding to the calling instruction aiming at the setting interface and displaying the setting interface.
And the setting acquisition module is used for acquiring setting operation aiming at the switching control in the setting interface.
And the style determining module is used for determining the display style of the switching control in the game interface according to the setting operation. Wherein the display style includes at least one of: display position, display size, display transparency, display color.
In an exemplary embodiment, in a case where the virtual object is in the automatic shooting mode, the apparatus 900 further includes: a shooting suspension module (not shown in fig. 10).
A shooting suspension module for controlling the virtual object to suspend automatic shooting in response to the enemy virtual object life value being zero; controlling the virtual object to pause automatic shooting in response to not aiming the enemy virtual object; in response to the virtual firearm held by the virtual object having no bullet, the virtual object is controlled to pause automatic shooting.
In summary, according to the technical scheme provided by the embodiment of the application, the switching control for controlling the virtual object to switch the shooting mode is provided in the game play interface, so that the user can automatically select to switch the shooting mode through the switching control, the shooting mode can be switched in the game play, and the flexibility of user operation is improved.
It should be noted that, in the apparatus provided in the foregoing embodiment, when implementing the functions thereof, only the division of the foregoing functional modules is used as an example, in practical application, the foregoing functional allocation may be implemented by different functional modules, that is, the internal structure of the device is divided into different functional modules, so as to implement all or part of the functions described above. In addition, the apparatus and the method embodiments provided in the foregoing embodiments belong to the same concept, and specific implementation processes of the apparatus and the method embodiments are detailed in the method embodiments and are not repeated herein.
Referring to fig. 11, a block diagram of a terminal 1100 according to an embodiment of the present application is shown. The terminal 1100 may be an electronic device such as a cell phone, tablet computer, game console, wearable device, PC (Personal Computer ), or the like. The terminal is used for implementing the control method of the virtual object provided in the embodiment. The terminal may be the terminal 10 in the implementation environment shown in fig. 1. Specifically, the present application relates to a method for manufacturing a semiconductor device.
Generally, the terminal 1100 includes: a processor 1101 and a memory 1102.
The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1101 may be implemented in at least one hardware form of DSP (DIGITAL SIGNAL Processing), FPGA (Field Programmable GATE ARRAY ), PLA (Programmable Logic Array, programmable logic array). The processor 1101 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1101 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 1101 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
Memory 1102 may include one or more computer-readable storage media, which may be non-transitory. Memory 1102 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1102 is used to store at least one instruction, at least one program, set of codes, or set of instructions configured to be executed by one or more processors to implement the control method of virtual objects described above.
In some embodiments, the terminal 1100 may further optionally include: a peripheral interface 1103 and at least one peripheral. The processor 1101, memory 1102, and peripheral interface 1103 may be connected by a bus or signal lines. The individual peripheral devices may be connected to the peripheral device interface 1103 by buses, signal lines or circuit boards. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1104, a display screen 1105, a camera assembly 1106, audio circuitry 1107, a positioning assembly 1108, and a power supply 1109.
Those skilled in the art will appreciate that the structure shown in fig. 11 is not limiting and that terminal 1100 may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
In an exemplary embodiment, a computer readable storage medium is also provided, where at least one instruction, at least one program, a set of codes, or a set of instructions is stored, the at least one instruction, the at least one program, the set of codes, or the set of instructions when executed by a processor, implement the method for controlling a virtual object described above.
Alternatively, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State disk), or optical disk. The random access memory may include, among other things, reRAM (RESISTANCE RANDOM ACCESS MEMORY, resistive random access memory) and DRAM (Dynamic Random Access Memory ).
In one exemplary embodiment, a computer program product or computer program is also provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions so that the terminal executes the control method of the virtual object.
It should be understood that references herein to "a plurality" are to two or more. "and/or", describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. In addition, the step numbers described herein are merely exemplary of one possible execution sequence among steps, and in some other embodiments, the steps may be executed out of the order of numbers, such as two differently numbered steps being executed simultaneously, or two differently numbered steps being executed in an order opposite to that shown, which is not limiting.
The foregoing description of the exemplary embodiments of the application is not intended to limit the application to the particular embodiments disclosed, but on the contrary, the intention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the application.

Claims (10)

1. A method for controlling a virtual object, the method comprising:
Displaying a game play interface of a game play, wherein the game play interface is used for presenting a virtual environment when the game play is performed, the game play is performed by at least two users in a game play, the game play interface comprises a switching control for switching the shooting mode of a virtual object, the shooting mode comprises a manual shooting mode, an automatic shooting mode and a semiautomatic shooting mode, the semiautomatic shooting mode is a shooting mode that continuous shooting is triggered by a single-shot shooting control, continuous shooting is stopped by the shooting control again, the switching sequence of the manual shooting mode, the automatic shooting mode and the semiautomatic shooting mode is ordered by a player according to own preference, the shooting control is used for controlling the virtual object to shoot by using a virtual shooter, the response area size of the switching control is larger than the display size of the switching control, and the position between the switching icon and the text prompt information in the switching control is adjustable;
receiving a trigger operation acting on the switching control;
Controlling the shooting mode of the virtual object to switch;
controlling prompt information corresponding to the switching control to switch; the prompt information comprises a first prompt information and a second prompt information, wherein the first prompt information is used for prompting that the currently adopted shooting mode is the manual shooting mode, and the second prompt information is used for prompting that the currently adopted shooting mode is the automatic shooting mode;
Under the condition that the shooting mode is the automatic shooting mode, the shooting control is not displayed;
and displaying the shooting control under the condition that the shooting mode is the manual shooting mode.
2. The method of claim 1, wherein the controlling the shooting mode of the virtual object to switch comprises:
switching from the manual mode of shooting to the automatic mode of shooting when the virtual object is in the manual mode of shooting;
Or alternatively
And switching from the automatic shooting mode to the manual shooting mode in the case that the virtual object is in the automatic shooting mode.
3. The method of claim 1, further comprising a selection control in the game interface for selecting a virtual firearm used by the virtual object;
the method further comprises the steps of:
receiving a triggering operation acting on the selection control;
controlling a virtual firearm used by the virtual object to switch;
And controlling the shooting mode of the virtual object according to the switched target virtual firearm.
4. A method according to claim 3, wherein a first category of virtual firearm corresponds to the manual mode of shooting and a second category of virtual firearm corresponds to the automatic mode of shooting;
The controlling the shooting mode of the virtual object according to the switched target virtual firearm comprises the following steps:
If the target virtual firearm belongs to the second category and the virtual object is in the manual shooting mode, switching from the manual shooting mode to the automatic shooting mode;
And if the target virtual firearm belongs to the first category and the virtual object is in the automatic shooting mode, switching from the automatic shooting mode to the manual shooting mode.
5. The method according to any one of claims 1 to 4, further comprising:
Responding to an outgoing instruction aiming at a setting interface, and displaying the setting interface;
Acquiring setting operation aiming at the switching control in the setting interface;
Determining a display style of the switching control in the game interface according to the setting operation;
wherein the display style includes at least one of: display position, display size, display transparency, display color.
6. The method according to any one of claims 1 to 4, wherein in case the virtual object is in the automatic shooting mode, the method further comprises:
controlling the virtual object to pause automatic shooting in response to the enemy virtual object life value being zero;
And/or;
controlling the virtual object to pause automatic shooting in response to not aiming the enemy virtual object;
And/or;
in response to the virtual firearm held by the virtual object having no bullet, the virtual object is controlled to pause automatic shooting.
7. A control apparatus for a virtual object, the apparatus comprising:
The interface display module is used for displaying a game play interface, the game play interface is used for presenting a virtual environment when the game play is carried out, the game play is carried out by at least two users in a game for mutual combat, the game play interface comprises a switching control for switching shooting modes of virtual objects, the shooting modes comprise a manual shooting mode, an automatic shooting mode and a semiautomatic shooting mode, the semiautomatic shooting mode is a shooting mode in which continuous shooting is triggered by a single-trigger shooting control, continuous shooting is stopped by the shooting control again, the switching sequences of the manual shooting mode, the automatic shooting mode and the semiautomatic shooting mode are ordered by a player according to own preference, the shooting control is used for controlling the virtual objects to shoot by using a virtual shooter, the response area size of the switching control is larger than the display size of the switching control, and the position between the switching icon and the text prompt information in the switching control can be adjusted;
The operation receiving module is used for receiving triggering operation acting on the switching control;
the switching control module is used for controlling the shooting mode of the virtual object to switch;
the switching control module is also used for controlling the prompt information corresponding to the switching control to switch; the prompt information comprises a first prompt information and a second prompt information, wherein the first prompt information is used for prompting that the currently adopted shooting mode is the manual shooting mode, and the second prompt information is used for prompting that the currently adopted shooting mode is the automatic shooting mode;
the interface display module is further configured to not display the shooting control when the shooting mode is the automatic shooting mode;
And the interface display module is also used for displaying the shooting control under the condition that the shooting mode is the manual shooting mode.
8. A terminal comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the control method of the virtual object according to any one of claims 1 to 6.
9. A computer-readable storage medium, wherein at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the control method of a virtual object according to any one of claims 1 to 6.
10. A computer program product, characterized in that it comprises computer instructions stored in a computer-readable storage medium, from which a processor reads and executes them to implement the method of controlling a virtual object according to any of claims 1 to 6.
CN202010847667.0A 2020-08-21 Virtual object control method, device, terminal and storage medium Active CN111921188B (en)

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Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110711387A (en) * 2019-10-22 2020-01-21 腾讯科技(深圳)有限公司 Control method and device of virtual prop, storage medium and electronic device
CN110975289A (en) * 2019-11-14 2020-04-10 腾讯科技(深圳)有限公司 Shooting mode switching control method and device, storage medium and electronic device

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110711387A (en) * 2019-10-22 2020-01-21 腾讯科技(深圳)有限公司 Control method and device of virtual prop, storage medium and electronic device
CN110975289A (en) * 2019-11-14 2020-04-10 腾讯科技(深圳)有限公司 Shooting mode switching control method and device, storage medium and electronic device

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