CN112057865A - Game role control method and device and electronic equipment - Google Patents

Game role control method and device and electronic equipment Download PDF

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Publication number
CN112057865A
CN112057865A CN202010963043.5A CN202010963043A CN112057865A CN 112057865 A CN112057865 A CN 112057865A CN 202010963043 A CN202010963043 A CN 202010963043A CN 112057865 A CN112057865 A CN 112057865A
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China
Prior art keywords
movement
external input
virtual character
input device
preset
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张泽权
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202010963043.5A priority Critical patent/CN112057865A/en
Publication of CN112057865A publication Critical patent/CN112057865A/en
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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a control method, a device and electronic equipment of game roles, a graphical user interface of a game is provided through terminal equipment, the display content of the graphical user interface at least partially comprises a game scene and a virtual role, the terminal equipment comprises an external input device, and the method comprises the following steps: responding to a movement instruction of an external input device, and controlling the visual angle of the virtual character to change correspondingly; determining a first movement parameter of the virtual character according to the movement of the external input device in response to a first operation with respect to the external input device; controlling the virtual character to move in the game scene according to the first movement parameter; and in response to the ending operation of the first operation, resuming the perspective control of the virtual character by the external input device according to the movement. The method and the device can realize the control of the movement and the visual angle of the virtual character through the single-hand operation of the player, and improve the game experience of the player.

Description

Game role control method and device and electronic equipment
Technical Field
The present application relates to the field of data detection technologies, and in particular, to a method and an apparatus for controlling a game role, and an electronic device.
Background
In most shooting games, a player generally controls the movement of a character through a keyboard, and controls the visual angle of the player through an external input device, so that the player can well play the game by matching two hands, however, sometimes, the player cannot perform the movement and the visual angle operation at the same time when only one hand is used for operation due to special reasons.
Disclosure of Invention
The application aims to provide a game role control method, a game role control device and electronic equipment, wherein the movement and the visual angle of a game role can be controlled simultaneously by operating an external input device with one hand.
In a first aspect, an embodiment of the present application provides a method for controlling a game character, where a terminal device provides a graphical user interface of a game, display contents of the graphical user interface at least partially include a game scene and a virtual character, the terminal device includes an external input device, and the method includes: responding to a movement instruction of an external input device, and controlling the visual angle of the virtual character to change correspondingly; determining a first movement parameter of the virtual character according to the movement of the external input device in response to a first operation with respect to the external input device; controlling the virtual character to move in the game scene according to the first movement parameter; and in response to the ending operation of the first operation, resuming the perspective control of the virtual character by the external input device according to the movement.
Further, the external input device provides a preset button or a preset control, and the first operation includes: the pressing duration acting on the preset key or the preset control is longer than the first preset duration, or the pressing duration acting on the preset key or the preset control is longer than the first preset duration.
Further, the method further comprises: controlling the movement of the virtual character in a preset first mode in response to the ending operation of the first operation; wherein the first mode includes: the virtual character is maintained to continuously move in the game scene according to the first movement parameter; or, the view angle and the movement of the virtual character are simultaneously controlled according to the movement of the external input device after the first operation is finished.
Further, the step of simultaneously controlling the perspective and the movement of the virtual character according to the movement of the external input device after the first operation is completed includes: and determining a second movement parameter of the virtual character according to the movement of the external input equipment after the first operation is finished, controlling the virtual character to move in the game scene according to the second movement parameter, and controlling the visual angle of the virtual character to correspondingly change according to the movement of the external input equipment after the first operation is finished.
Further, the method further comprises: in response to a second operation of the external input device, the movement of the virtual character is stopped.
Further, the second operation includes: the long pressing operation with the pressing time length acting on the appointed key being longer than a second preset time length, or the clicking operation with the preset times acting on the appointed key; the designation key includes: and the preset keys or the preset controls of the external input equipment.
Further, the first movement parameter includes: the direction of movement and the speed of movement; the method comprises the steps of determining a first movement parameter of a virtual character according to the movement of an external input device, and controlling the virtual character to move in a game scene according to the first movement parameter, and comprises the following steps: determining a movement track corresponding to the movement of the external input equipment in the current detection time period; controlling the movement of the virtual character according to the movement track; the movement trajectory includes the movement direction and the movement speed of the virtual character at a plurality of time points.
Further, the step of controlling the movement of the virtual character according to the movement trajectory includes: amplifying the moving track according to a preset proportion; determining the amplified moving track as a target moving route of the virtual character; and controlling the virtual character to move according to the target moving route.
Further, the first moving parameter includes a moving direction and a moving speed; the step of determining a first movement parameter of the virtual character according to the movement of the external input device includes: determining a first movement vector corresponding to the movement of the external input device in the current detection period; determining a first movement parameter of the virtual role according to the target vector; the target vector comprises a first motion vector or a motion vector obtained by summing the first motion vector and a second motion vector corresponding to the last detection time period.
Further, the step of determining that the movement of the external input device within the current detection period corresponds to the first movement vector includes: detecting a movement track corresponding to the movement of the external input equipment in the current detection time period; a first movement vector from the start point to the end point is constructed based on the start point and the end point of the movement trajectory.
Further, the step of determining the first movement parameter of the virtual character according to the target vector includes: determining the direction of the target vector as the moving direction of the virtual character; and determining the moving speed of the virtual character according to the size of the target vector.
Further, the step of determining the moving speed of the virtual character according to the size of the target vector includes: converting the size of the target vector according to a preset pixel and speed mapping relation to obtain a converted speed; and taking the converted speed as the moving speed of the virtual character.
Further, the step of determining the moving speed of the virtual character according to the size of the target vector further includes: judging whether the converted speed exceeds a preset maximum moving speed or not; if so, the maximum moving speed is determined as the moving speed of the virtual character.
Further, the method further comprises: displaying a character movement control in the graphical user interface in response to a first operation directed to the external input device; the role moving control is used for displaying a moving track corresponding to the movement of the external input equipment.
Further, the game is provided with a one-handed operation assistance function, and before the step of responding to the first operation with respect to the external input device, the method further includes: in response to the turning-on operation of the one-handed operation assisting function, the one-handed operation assisting function is set to the on state.
Further, the method further comprises: setting the one-handed operation auxiliary function to be in a closed state in response to a closing operation of the one-handed operation auxiliary function; in response to a movement operation with respect to the external input device, a perspective of the virtual character is controlled according to the movement of the external input device.
In a second aspect, an embodiment of the present application further provides an apparatus for controlling a game character, where a terminal device provides a graphical user interface of a game, a display content of the graphical user interface at least partially includes a game scene and a virtual character, the game is configured with a one-handed operation assistance function, the terminal device includes an external input device, and the apparatus includes: the visual angle control module is used for responding to a movement instruction of the external input equipment and controlling the visual angle of the virtual character to change correspondingly; a character movement control module for determining a first movement parameter of the virtual character according to movement of the external input device in response to a first operation for the external input device; controlling the virtual character to move in the game scene according to the first movement parameter; and the function recovery module is used for responding to the ending operation of the first operation and recovering the visual angle control of the external input equipment on the virtual role according to the movement.
In a third aspect, an embodiment of the present application further provides an electronic device, which includes a processor and a memory, where the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the control method for the game character.
In a fourth aspect, embodiments of the present application further provide a computer-readable storage medium, where computer-executable instructions are stored, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the control method for a game character described above.
The embodiment of the application provides a game role control method, a game role control device and electronic equipment, wherein the game is provided with a one-hand operation auxiliary function, the terminal equipment is provided with external input equipment, a user can control the movement of a virtual role through the operation of the external input equipment and the movement of the external input equipment, and after the operation is finished, the visual angle of the virtual role can be controlled through the movement of the external input equipment.
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In order to more clearly illustrate the detailed description of the present application or the technical solutions in the prior art, the drawings needed to be used in the detailed description of the present application or the prior art description will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a flowchart of a method for controlling a game character according to an embodiment of the present disclosure;
fig. 2 is a flowchart of a role movement control method according to an embodiment of the present application;
fig. 3 is a flowchart of another role movement control method according to an embodiment of the present application;
fig. 4 is a schematic diagram of mouse movement and role movement provided in the embodiment of the present application;
fig. 5 is a schematic diagram of another mouse movement and character movement provided in the embodiment of the present application;
fig. 6 is a schematic diagram of another mouse movement and character movement provided in the embodiment of the present application;
fig. 7 is a schematic diagram of a UI control provided in an embodiment of the present application;
fig. 8 is a block diagram of a control device for a game character according to an embodiment of the present disclosure;
fig. 9 is a block diagram of another control device for a game character according to an embodiment of the present application;
fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
The technical solutions of the present application will be described clearly and completely with reference to the following embodiments, and it should be understood that the described embodiments are some, but 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.
Fig. 1 is a flowchart of a method for controlling a game character according to an embodiment of the present disclosure, in this embodiment, a terminal device provides a graphical user interface of a game, display contents of the graphical user interface at least partially include a game scene and a virtual character, and the terminal device includes an external input device, where the external input device may be a mouse, or an external input device such as a touch pad or a handle. The user can control the movement of the virtual character through the operation on the external input equipment and the movement of the external input equipment, and after the operation is finished, the visual angle of the virtual character can be controlled through the movement of the external input equipment, so that the user can control the movement and the visual angle of the virtual character through one-hand operation, and the game experience of a player is improved.
The control method of the game role specifically comprises the following steps:
and S102, responding to the movement instruction of the external input equipment, and controlling the visual angle of the virtual character to change correspondingly.
During a game, especially a shooting game, a user generally controls the movement of a virtual character through a first external input device (e.g., a keyboard) and controls the view angle of the virtual character through a second external input device (e.g., a mouse), and two hands are required to be matched to play the game well.
For the external input device responsible for processing the angle of view adjustment, the virtual character can be controlled to change the angle of view by monitoring the movement of the external input device, which may include a mouse, a touch pad, a handle, etc., for example, when the player moves the mouse to the left or slides on the touch pad to the left, the angle of view of the virtual character can be controlled to change to the left.
Step S104, responding to a first operation aiming at the external input equipment, and determining a first movement parameter of the virtual character according to the movement of the external input equipment; and controlling the virtual character to move in the game scene according to the first movement parameter.
The external input device may provide a preset button or a preset control, for example, a left button on a mouse, or a control in a designated area on a touch panel, and the first operation may include: and the long pressing operation with the pressing time length acting on the preset key or the preset control longer than a first preset time length, or the clicking operation with the preset times acting on the preset key or the preset control. The first preset time length can be set differently according to game needs, for example, 5 seconds, and long pressing operations less than the time length are all invalid, so that the influence of misoperation of a player on the movement of the virtual character can be avoided; the preset number of times of clicking operations, for example, clicking the preset key for the first time is a first operation for opening, clicking the preset key for the second time is a first operation for ending, or double clicking the preset key for the first time is a first operation for opening, double clicking the preset key for the second time is a first operation for ending, and the like.
In the case that the player performs the first operation on the preset key of the external input device, the movement of the virtual character is controlled according to the movement of the external input device, and the specific control manner is various, for example, the movement direction and the movement distance of the virtual character are determined according to a movement track corresponding to the movement of the external input device, or the movement of the virtual character is controlled according to a movement vector corresponding to the movement of the external input device, for example, the movement speed and the movement direction of the virtual character are determined according to the size and the direction of the movement vector, which is not limited specifically herein. Determining a first movement parameter of the virtual character according to the movement of the external input device; and when the virtual character is controlled to move in the game scene according to the first movement parameter, the external input device temporarily shields the visual angle control right of the virtual character.
In an alternative embodiment, the perspective of the avatar is generally tied to a first external input device responsible for handling perspective control of the avatar during game play, and the movement of the avatar is generally tied to a second external input device responsible for handling movement control of the avatar. It is thus possible to adjust the perspective of the avatar according to the movement of the first external input device and to adjust the movement of the avatar according to the movement of the second external input device. The two control rights of the virtual character correspond to different external input devices, respectively, and are independent of each other.
When responding to the first operation, the first external input device temporarily shields the view angle control right of the virtual character and simultaneously takes over the movement control right of the virtual character, so that the first movement parameter of the virtual character is determined according to the movement of the external input device; and controlling the virtual character to move in the game scene according to the first movement parameter.
And S106, responding to the ending operation of the first operation, and restoring the visual angle control of the external input equipment to the virtual character according to the movement.
If the first operation is a long-time pressing operation, the ending operation of the first operation is to release a preset key or a preset control, and if the first operation is a clicking operation, the ending operation of the first operation is to click the preset key or the preset control again. After the first operation is finished, the virtual character can be controlled according to the movement of the external input device, for example, the external input device moves to the left, and the virtual character looks to the left.
In an alternative embodiment, the perspective of the avatar is generally tied to a first external input device responsible for handling perspective control of the avatar during game play, and the movement of the avatar is generally tied to a second external input device responsible for handling movement control of the avatar. It is thus possible to adjust the perspective of the avatar according to the movement of the first external input device and to adjust the movement of the avatar according to the movement of the second external input device. The two control rights of the virtual character correspond to different external input devices, respectively, and are independent of each other.
When responding to the first operation, the first external input device temporarily shields the view angle control right of the virtual character and simultaneously takes over the movement control right of the virtual character, and when responding to the ending operation of the first operation, the first external input device takes over the view angle control right of the virtual character again.
In the method for controlling a game character provided by the embodiment of the application, the terminal device comprises the external input device, the user can control the movement of the virtual character by operating the external input device and moving the external input device, and after the operation is finished, the visual angle of the virtual character can be controlled by moving the external input device.
In order to improve the game experience of the player, various implementations of controlling the movement of the virtual character according to the movement of the external input device are provided in the embodiments of the present application, which are described in detail below:
the first method comprises the following steps: referring to the flowchart implementation of a character movement control method shown in fig. 2:
step S202, determining a movement track corresponding to the movement of the external input equipment in the current detection time period;
in practical application, because the time for the player to operate the external input device by hand to move is relatively short, the detection time interval is also a small value, and the movement track of the external input device in the current detection time interval can be determined by monitoring the position of the external input device in real time.
Step S204, controlling the movement of the virtual character according to the movement track; the movement trajectory includes the movement direction and the movement speed of the virtual character at a plurality of time points.
Specifically, the movement track may be amplified according to a preset ratio; determining the amplified moving track as a target moving route of the virtual character; and controlling the virtual character to move according to the target moving route.
In the process of controlling the movement of the virtual character by the movement track of the external input device detected in the current detection period, there is a time difference between the movement of the external input device and the movement of the virtual character, that is, the detection period has a small value, so that the movement of the external input device and the movement of the virtual character can be almost considered to be performed synchronously.
The method is characterized in that the moving track of the external input device is amplified according to a certain proportion, so that the virtual character moves completely according to the amplified track route, the sense of reality and the intuition of the player during game can be improved, the player wants to move the character and then move the external input device, and the method is simple and intuitive, is convenient to operate and does not need to think too much.
And the second method comprises the following steps: referring to the flowchart implementation of another character movement control method shown in fig. 3:
step S302, a first movement vector corresponding to the movement of the external input device in the current detection time period is determined.
Specifically, a movement track corresponding to the movement of the external input device within a current detection time period is detected; the method is the same as the above step S202, and is not described herein again. Then, a first movement vector from the start point to the end point is constructed based on the start point and the end point of the movement trajectory. The direction of the first motion vector is from the starting point to the end point, and the size of the first motion vector is a line segment distance value from the starting point to the end point.
Step S304, determining a first movement parameter of the virtual character according to the target vector, and controlling the movement of the virtual character according to the first movement parameter; the target vector comprises a first motion vector or a motion vector obtained by performing summation operation according to the first motion vector and a second motion vector corresponding to a previous detection time interval.
Specifically, the direction of the target vector is determined as the moving direction of the virtual character; determining the moving speed of the virtual role according to the size of the target vector; and controlling the virtual character to move according to the moving direction and the moving speed.
The above-described determination process of the moving speed may take the following forms: for example, a mapping relationship between pixels and speeds is pre-stored in the server or the terminal device, and the moving speed of the virtual character can be obtained by converting the size of the target vector according to the mapping relationship between the pre-stored pixels and speeds.
Of course, the moving speed cannot be infinitely increased with the increase of the moving distance of the external input device, therefore, in the embodiment of the present application, an upper limit of the moving speed, that is, a preset maximum moving speed is further provided, and when the speed obtained by converting the size of the target vector according to the preset pixel-speed mapping relationship is greater than the preset maximum moving speed, the maximum moving speed is determined as the moving speed of the virtual character.
In the present embodiment, the external input device is exemplified by a mouse, and the mouse has a corresponding preset button, and the moving button, for example, may be a preset left button or a preset right button.
(1) And controlling the movement of the virtual character according to the first movement vector.
In this way, the movement of the character is controlled only according to the first movement vector of the mouse within the current detection period. For example, the size of the movement vector in the first detection period is 30 pixels from the position P1 when the movement key of the mouse is pressed to the current mouse position P2, the direction of the movement vector is the direction of P2 relative to P1, which is shown in fig. 4 as the positive direction of the X axis, the virtual character moves to the right at a speed of 30cm/s, and if the movement vector in the second detection period is 40 pixels in the positive direction of the Y axis, the virtual character moves upwards at a speed of 40cm/s, and the mapping relationship between the pixels and the speed can be set differently according to the actual game situation.
(2) And carrying out summation operation according to the first motion vector and a second motion vector corresponding to the last detection time interval to obtain a third motion vector, and controlling the movement of the virtual character according to the third motion vector.
In this way, the movement control of the virtual character is determined based on the movement vectors corresponding to the current detection period and the previous detection period, that is, the final movement control effect is the superposition of the two movement control effects.
Also, the above example is taken as an example, for example, if the magnitude of the movement vector of the first detection period (last detection period) is 30 pixels, the distance value between the position P1 when the movement key of the mouse is pressed and the current mouse position P2 is 30 pixels, the direction of the movement vector is P2 with respect to the direction of P1, which is the positive direction of the X axis as shown in fig. 4, and the movement vector of the second detection period (current detection period) is 40 pixels, the two vectors are summed, and the magnitude of the third movement vector is (30)2+402) The square root of (i.e., 50 pixels), the direction can also be accurately calculated, roughly in the first quadrant in the X-Y coordinates, and therefore, the avatarIt will move to the upper right corner at a speed of 50 cm/s.
It should be noted that, the embodiments of the present application include, but are not limited to, the above several possible movement control manners, and there may be other manners of controlling the movement of the character according to the movement of the external input device.
After the step of controlling the movement of the virtual character according to the movement of the external input device in response to the first operation on the external input device, if the player performs an ending operation on the first operation, for example, if the player releases the movement key in the case of long-pressing the movement key, or clicks the movement key once more in the case of clicking the movement key, the first operation can be ended, and then the server resumes controlling the angle of view of the virtual character according to the movement of the external input device in response to the ending operation of the first operation.
For example, after the first operation is finished, the player controls the mouse to move to the left, the virtual character's view angle is viewed to the left, and if the player controls the mouse to move to the right, the virtual character's view angle is viewed to the right.
After the first operation is finished, in addition to controlling the view angle of the virtual character through the movement of the external input device, the movement of the virtual character may be controlled in a preset manner, and the embodiment of the present application provides the following two specific embodiments of controlling the movement of the virtual character in the preset manner:
the first method is as follows: and responding to the ending operation of the first operation, and maintaining the virtual character to continuously move in the game scene according to the first movement parameter.
For example, in the case where the movement mode corresponding to the first operation is a movement to the right at a speed of 30cm/s, and the player controls the mouse to move to the left after the first operation is completed so that the angle of view of the virtual character is viewed to the left, the angle of view of the virtual character is automatically moved to the right at a speed of 30cm/s although it is to the left. The mode is automatic movement taking world coordinates as a reference system and is not influenced by the view angle.
The second method comprises the following steps: in response to an end operation of the first operation, the perspective and movement of the virtual character are simultaneously controlled in accordance with the movement of the external input device after the end of the first operation.
Specifically, a second movement parameter of the virtual character is determined according to the movement of the external input device after the first operation is finished, the virtual character is controlled to move in the game scene according to the second movement parameter, and meanwhile, the visual angle of the virtual character is controlled to be correspondingly changed according to the movement of the external input device after the first operation is finished.
The second movement parameter includes a movement direction of the virtual character. For example, in the case where the movement mode corresponding to the first operation is a mode in which the mouse is moved rightward at a speed of 30cm/s, and after the first operation is completed, the player controls the mouse to move leftward so that the angle of view of the virtual character is viewed leftward, the virtual character moves leftward at a speed of 30cm/s, and the movement mode is an automatic movement mode in which the virtual character itself is used as a reference frame, and the movement mode of the mouse can control both the angle of view of the virtual character and the target movement direction thereof.
In order to improve the game experience of the player, the two implementation modes can be selected by the player according to own will.
In the process of the automatic movement of the virtual character, the embodiment of the application may also stop the movement of the virtual character in the following manner: in response to a second operation of the external input device, the movement of the virtual character is stopped. The second operation here includes: the long pressing operation with the pressing time length acting on the appointed key being longer than a second preset time length, or the clicking operation with the preset times acting on the appointed key; the designation key may include: the preset button or preset control of the external input device may be another button.
The first operation and the second operation have the following better combination forms:
(1) a first operation: starting, and long-pressing a moving key; after that, the mobile key is released; a second operation: clicking a mobile key;
(2) a first operation: opening and clicking a moving key; ending, clicking a moving key; a second operation: double-click the move key;
(3) a first operation: opening and clicking a moving key; ending, clicking a moving key; a second operation: long-press the shift key;
(4) a first operation: starting, double-clicking a moving key; ending, double-clicking the moving key; a second operation: long-press the shift key;
(5) a first operation: starting, and long-pressing a moving key; after that, the mobile key is released; a second operation: clicking a designated key;
(6) a first operation: opening and clicking a moving key; ending, clicking a moving key; a second operation: and clicking a designated key.
There are, of course, other combinations that operate relatively better, helping to increase the player's interest in the game.
After the virtual character movement is stopped, the virtual character movement can be controlled again through the first operation, and there are two embodiments, similar to the two embodiments in the step S304:
one is to directly control the movement of the virtual character by the current movement of the external input device, for example, in the previous first operation, the external input device moves up by 100 pixels, the character moves forward at a speed of 1m/s, after the first operation is finished, the character still moves forward at a speed of 1m/s automatically, when the first operation is performed again and the external input device moves down by 50 pixels, the character moves backward at a speed of 0.5m/s, as shown in fig. 5, the first mouse movement is from P1 to P2, and the second mouse movement is from P2 to P3, and the character movement is controlled according to the vector from P2 to P3 only considering the current movement.
And the other method is to superpose the current mouse movement and the last mouse movement to control the movement of the virtual character together. For example, in the first operation, the mouse moves upwards by 100 pixels, the character moves forwards at a speed of 1m/s, after the first operation is finished, the character still moves forwards at a speed of 1m/s automatically, when the first operation is performed again and the mouse moves downwards by 50 pixels, the character moves forwards at a speed of 0.5m/s, as shown in fig. 6, the mouse moves from P1 to P2 for the first time, and from P2 to P3 for the second time, because the current movement and the last movement are considered, the vectors from P1 to P2 and the vectors from P2 to P3 are summed to obtain the vectors from P1 to P3, and the character movement is controlled according to the vectors from P1 to P3.
The two automatic re-control movement modes can be selected by the player autonomously.
In order to improve the intuitive nature of the external input device movement during the game of the player, the embodiment of the application can also help the player to use the one-handed operation function through the UI auxiliary display, for example, when responding to the first operation aiming at the external input device, a character movement control is displayed in a graphical user interface; the character movement control is used for displaying a movement track corresponding to the movement of the external input device, as shown in fig. 7.
In an optional implementation manner, the game is configured with a one-handed operation auxiliary function, and the one-handed operation auxiliary function needs to be turned on before the first operation is performed on the external input device, in another implementation manner, the player may also turn on or turn off the one-handed operation auxiliary function by himself or herself through a setting operation in a game page, and this embodiment of the present application may further include the following steps: before the step of responding to the first operation for the external input device described above, the following steps are performed: and responding to the starting operation of the one-hand operation auxiliary function, and setting the one-hand operation auxiliary function to be in a starting state.
For example, a setting menu of the game is provided with an option for turning on and off the one-handed operation auxiliary function, and a player may click the option for turning on the one-handed operation auxiliary function in the setting menu, that is, turn on the one-handed operation auxiliary function, or the game is provided with a shortcut key for turning on the one-handed operation auxiliary function, and the player may also turn on the one-handed operation auxiliary function by clicking the shortcut key.
The method further comprises the following steps: setting the one-handed operation auxiliary function to be in a closed state in response to a closing operation of the one-handed operation auxiliary function; in response to a movement operation with respect to the external input device, a perspective of the virtual character is controlled according to the movement of the external input device. Thereby closing the above-mentioned one-hand operation auxiliary function and recovering the function of controlling the role view angle of the external input device.
The embodiment of the application provides a scheme which enables a player to flexibly control the movement and the visual angle of a character in a shooting game by operating an external input device with one hand, and the movement of a virtual character including the movement direction and the movement speed can be controlled by the movement of the external input device by executing a first operation. After the first operation is finished, the virtual character can be enabled to continuously and automatically move in the previous direction and speed, meanwhile, the external input device recovers the function of controlling the visual angle, in the automatic movement process, the first operation is carried out again, the character movement can be controlled again, the virtual character can be enabled to stop automatically moving through the second operation, and the UI auxiliary display can be used for helping a player to better use the auxiliary function of one-hand operation while controlling the character movement.
Based on the foregoing method embodiment, an embodiment of the present application further provides a device for controlling a game character, where a terminal device provides a graphical user interface of a game, display content of the graphical user interface at least partially includes a game scene and a virtual character, the terminal device includes an external input device, and as shown in fig. 8, the device includes: the visual angle control module 82 is used for responding to a movement instruction of the external input equipment and controlling the visual angle of the virtual character to change correspondingly; a character movement control module 84 for determining a first movement parameter of the virtual character according to the movement of the external input device in response to a first operation with respect to the external input device; controlling the virtual character to move in the game scene according to the first movement parameter; and a function resuming module 86, configured to resume, in response to an ending operation of the first operation, perspective control of the virtual character by the external input device according to the movement.
In another possible implementation, the external input device provides a preset button or a preset control, and the first operation includes: the pressing duration acting on the preset key or the preset control is longer than the first preset duration, or the pressing duration acting on the preset key or the preset control is longer than the first preset duration.
Referring to fig. 9, another control apparatus for a game character, which includes a perspective control module 902, a character movement control module 904, and a function restoration module 906 similar to those of the previous embodiment, may further include: a control display module 908.
The control display module 908 is configured to display a character movement control in the graphical user interface in response to a first operation for the external input device; the role moving control is used for displaying a moving track corresponding to the movement of the external input equipment.
The character movement control module 904 is further configured to, in response to an ending operation of the first operation, control movement of the virtual character in a preset first manner; wherein the first mode includes: the virtual character is maintained to continuously move in the game scene according to the first movement parameter; or, the view angle and the movement of the virtual character are simultaneously controlled according to the movement of the external input device after the first operation is finished.
In another possible implementation manner, the character movement control module 904 is further configured to determine a second movement parameter of the virtual character according to the movement of the external input device after the first operation is finished, control the virtual character to move in the game scene according to the second movement parameter, and control the perspective of the virtual character to change correspondingly according to the movement of the external input device after the first operation is finished.
In another possible embodiment, the character movement control module 904 is further configured to stop the movement of the virtual character in response to a second operation of the external input device.
In another possible embodiment, the second operation comprises: the long pressing operation with the pressing time length acting on the appointed key being longer than a second preset time length, or the clicking operation with the preset times acting on the appointed key; the designation key includes: and the preset keys or the preset controls of the external input equipment.
In another possible implementation manner, the character movement control module 904 is further configured to determine a movement track corresponding to the movement of the external input device within the current detection period; controlling the movement of the virtual character according to the movement track; the movement trajectory includes the movement direction and the movement speed of the virtual character at a plurality of time points.
In another possible implementation manner, the character movement control module 904 is further configured to amplify the movement trajectory according to a preset ratio; determining the amplified moving track as a target moving route of the virtual character; and controlling the virtual character to move according to the target moving route.
In another possible implementation, the character movement control module 904 is further configured to determine a first movement vector corresponding to the movement of the external input device within the current detection period; determining a first movement parameter of the virtual role according to the target vector; the target vector comprises a first motion vector or a motion vector obtained by summing the first motion vector and a second motion vector corresponding to the last detection time period.
In another possible implementation manner, the character movement control module 904 is further configured to detect a movement track corresponding to movement of the external input device within a current detection period; a first movement vector from the start point to the end point is constructed based on the start point and the end point of the movement trajectory.
In another possible implementation, the character movement control module 904 is further configured to determine a direction of the target vector as a movement direction of the virtual character; and determining the moving speed of the virtual character according to the size of the target vector.
In another possible implementation manner, the role movement control module 904 is further configured to convert the size of the target vector according to a mapping relationship between preset pixels and a speed to obtain a converted speed; and taking the converted speed as the moving speed of the virtual character.
In another possible implementation, the character movement control module 904 is further configured to determine whether the converted speed exceeds a preset maximum movement speed; if so, the maximum moving speed is determined as the moving speed of the virtual character.
In another possible embodiment, the above apparatus further comprises: the function control module is also used for responding to the starting operation of the one-hand operation auxiliary function and setting the one-hand operation auxiliary function to be in a starting state; setting the one-handed operation auxiliary function to be in a closed state in response to a closing operation of the one-handed operation auxiliary function; the above-mentioned view angle control module 902 is further configured to control the view angle of the virtual character according to the movement of the external input device in response to the movement operation with respect to the external input device.
The implementation principle and the generated technical effect of the control device for a game character provided in the embodiment of the present application are the same as those of the control method for a game character described above, and for the sake of brief description, reference may be made to the corresponding contents in the control method for a game character described above where no mention is made in the embodiment of the control device for a game character.
An embodiment of the present application further provides an electronic device, as shown in fig. 10, which is a schematic structural diagram of the electronic device, where the electronic device includes a processor 101 and a memory 100, the memory 100 stores computer-executable instructions that can be executed by the processor 101, and the processor 101 executes the computer-executable instructions to implement the control method for the game character.
In the embodiment shown in fig. 10, the electronic device further comprises a bus 102 and a communication interface 103, wherein the processor 101, the communication interface 103 and the memory 100 are connected by the bus 102.
The Memory 100 may include a high-speed Random Access Memory (RAM) and may further include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, or the like. The bus 102 may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 10, but this does not indicate only one bus or one type of bus.
The processor 101 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 101. The Processor 101 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present application may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory, and the processor 101 reads the information in the memory, and completes the steps of the control method of the game character of the foregoing embodiment in combination with the hardware thereof.
The embodiment of the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method for controlling a game character, where specific implementation may refer to the foregoing method embodiment, and details are not described herein again.
The method and apparatus for controlling a game character and the computer program product of the electronic device provided in the embodiments of the present application include a computer-readable storage medium storing a program code, where instructions included in the program code may be used to execute the method described in the foregoing method embodiments, and specific implementations may refer to the method embodiments and are not described herein again.
Unless specifically stated otherwise, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present application.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", and the like indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, and do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (19)

1. A method for controlling a game character, wherein a graphical user interface of a game is provided through a terminal device, a display content of the graphical user interface at least partially includes a game scene and a virtual character, the terminal device includes an external input device, and the method includes:
responding to a movement instruction of the external input equipment, and controlling the visual angle of the virtual character to change correspondingly;
determining a first movement parameter of the virtual character according to the movement of the external input device in response to a first operation with respect to the external input device; controlling the virtual character to move in the game scene according to the first movement parameter;
and in response to the ending operation of the first operation, resuming the view control of the virtual character by the external input device according to the movement.
2. The method of claim 1, wherein the external input device provides a preset button or a preset control, and the first operation comprises: the long pressing operation is performed when the pressing time length of the preset key or the preset control is longer than a first preset time length, or the clicking operation is performed when the preset key or the preset control is clicked for a preset number of times.
3. The method of claim 1, further comprising:
responding to the ending operation of the first operation, and controlling the movement of the virtual character according to a preset first mode; wherein the first mode comprises: maintaining the virtual character to continuously move in the game scene according to the first movement parameter; or, the view angle and the movement of the virtual character are simultaneously controlled according to the movement of the external input device after the first operation is finished.
4. The method of claim 3, wherein the step of simultaneously controlling the perspective and the movement of the virtual character according to the movement of the external input device after the first operation is finished comprises:
and determining a second movement parameter of the virtual character according to the movement of the external input equipment after the first operation is finished, controlling the virtual character to move in the game scene according to the second movement parameter, and controlling the visual angle of the virtual character to correspondingly change according to the movement of the external input equipment after the first operation is finished.
5. The method of claim 3, further comprising:
stopping the movement of the virtual character in response to a second operation of the external input device.
6. The method of claim 5, wherein the second operation comprises: the long pressing operation with the pressing time length acting on the appointed key being longer than a second preset time length, or the clicking operation with the preset times acting on the appointed key; the designation key includes: and the preset key or the preset control of the external input equipment.
7. The method of claim 1, wherein the first movement parameter comprises: the direction of movement and the speed of movement;
determining a first movement parameter of the virtual character according to the movement of the external input device, and controlling the virtual character to move in the game scene according to the first movement parameter, wherein the step comprises the following steps:
determining a movement track corresponding to the movement of the external input equipment in the current detection time period;
controlling the movement of the virtual character according to the movement track; the movement track comprises the movement directions and the movement speeds of the virtual characters at a plurality of time points.
8. The method of claim 7, wherein the step of controlling the movement of the virtual character according to the movement trajectory comprises:
amplifying the moving track according to a preset proportion;
determining the amplified moving track as a target moving route of the virtual character;
and controlling the virtual character to move according to the target moving route.
9. The method of claim 1, wherein the first movement parameters include a direction of movement and a speed of movement;
the step of determining a first movement parameter of the virtual character according to the movement of the external input device includes:
determining a first movement vector corresponding to the movement of the external input device within a current detection period;
determining a first movement parameter of the virtual role according to the target vector; the target vector comprises the first motion vector or a motion vector obtained by performing summation operation according to the first motion vector and a second motion vector corresponding to a previous detection time interval.
10. The method of claim 9, wherein determining that the movement of the external input device within the current detection period corresponds to a first movement vector comprises:
detecting a movement track corresponding to the movement of the external input equipment in a current detection time period;
and constructing a first movement vector from the starting point to the end point according to the starting point and the end point of the movement track.
11. The method of claim 9, wherein the step of determining the first movement parameter of the virtual character based on the target vector comprises:
determining the direction of the target vector as the moving direction of the virtual character;
and determining the moving speed of the virtual character according to the size of the target vector.
12. The method of claim 11, wherein the step of determining the moving speed of the virtual character according to the size of the target vector comprises:
converting the size of the target vector according to a preset pixel and speed mapping relation to obtain a converted speed;
and taking the converted speed as the moving speed of the virtual character.
13. The method of claim 12, wherein the step of determining the moving speed of the virtual character according to the magnitude of the target vector further comprises:
judging whether the converted speed exceeds a preset maximum moving speed or not;
and if so, determining the maximum moving speed as the moving speed of the virtual character.
14. The method of claim 1, further comprising:
displaying a character movement control in the graphical user interface in response to a first operation directed to the external input device; the role moving control is used for displaying a moving track corresponding to the movement of the external input equipment.
15. The method of claim 1, wherein the game is configured with a one-handed operation assistance function, and prior to the step of responding to the first operation directed to the external input device, the method further comprises:
and responding to the starting operation of the one-hand operation auxiliary function, and setting the one-hand operation auxiliary function to be in a starting state.
16. The method of claim 15, further comprising:
setting the one-handed operation auxiliary function to an off state in response to a closing operation of the one-handed operation auxiliary function;
in response to a movement operation for the external input device, controlling a perspective of the virtual character according to the movement of the external input device.
17. An apparatus for controlling a game character, wherein a graphical user interface of a game is provided through a terminal device, a display content of the graphical user interface at least partially includes a game scene and a virtual character, the game is configured with a one-hand operation assistance function, the terminal device includes an external input device, and the apparatus comprises:
the visual angle control module is used for responding to a movement instruction of the external input equipment and controlling the visual angle of the virtual role to change correspondingly;
a character movement control module for determining a first movement parameter of the virtual character according to the movement of the external input device in response to a first operation for the external input device; controlling the virtual character to move in the game scene according to the first movement parameter;
and the function recovery module is used for responding to the ending operation of the first operation and recovering the visual angle control of the external input equipment on the virtual role according to the movement.
18. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 16.
19. A computer-readable storage medium having stored thereon computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any of claims 1 to 16.
CN202010963043.5A 2020-09-14 2020-09-14 Game role control method and device and electronic equipment Pending CN112057865A (en)

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