CN112076476A - Virtual object control method and device, electronic equipment and storage medium - Google Patents

Virtual object control method and device, electronic equipment and storage medium Download PDF

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Publication number
CN112076476A
CN112076476A CN202010976376.1A CN202010976376A CN112076476A CN 112076476 A CN112076476 A CN 112076476A CN 202010976376 A CN202010976376 A CN 202010976376A CN 112076476 A CN112076476 A CN 112076476A
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Prior art keywords
virtual
virtual object
building
virtual building
camp
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CN202010976376.1A
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Chinese (zh)
Inventor
姚丽
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202010976376.1A priority Critical patent/CN112076476A/en
Publication of CN112076476A publication Critical patent/CN112076476A/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
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

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

Abstract

The application discloses a control method and device of a virtual object, electronic equipment and a storage medium, and belongs to the technical field of computers. The virtual building in the occupiable state is refreshed in the virtual scene, the virtual building at the moment is not occupied, the controlled virtual object is controlled to move towards the virtual building, if the controlled virtual object stays in the collision detection range of the virtual building for more than the duration of the first target and no enemy virtual object exists in the collision detection range, the fact that the virtual building is occupied by the first camp at the controlled virtual object is explained, the virtual building can be set to be in the state of being occupied by the first camp, interaction scores are increased for the first camp, namely, the defense authority of the virtual building is successfully captured as the first camp, a novel attack and defense mode based on the virtual building is provided, the interaction mode of shooting games is enriched, the interaction effect is optimized, and the man-machine interaction efficiency is improved.

Description

Virtual object control method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method and an apparatus for controlling a virtual object, an electronic device, and a storage medium.
Background
With the development of multimedia technology and the diversification of terminal functions, more and more games can be played on the terminal. The shooting game is a more popular game, the terminal can display a virtual scene in the interface and display a virtual object in the virtual scene, and the user controls the virtual object to fight against other virtual objects through the terminal. In the current shooting type games, the provided game mode is mainly the defeat enemy, the more defeat enemies are, the more scores are obtained in the game, and the game mode is monotonous, namely, the interaction mode is single, the interestingness is low, and the human-computer interaction efficiency is low.
Disclosure of Invention
The embodiment of the application provides a control method and device of a virtual object, electronic equipment and a storage medium, and the interaction mode of shooting games can be enriched, interestingness is improved, and human-computer interaction efficiency is improved. The technical scheme is as follows:
in one aspect, a method for controlling a virtual object is provided, and the method includes:
displaying a virtual building in a virtual scene, the virtual building being in a occupiable state;
controlling a controlled virtual object to move to a collision detection range of the virtual building, wherein the controlled virtual object belongs to a first formation;
in response to that no enemy virtual object exists in the collision detection range and the stay time of the controlled virtual object in the collision detection range reaches a first target time length, setting the virtual building to be in a state of being occupied by the first camp, wherein the enemy virtual object belongs to a second camp, and the first camp and the second camp are in a confronting relationship;
and increasing the interaction score for the first battle every second target duration until the occupied duration of the virtual building reaches a third target duration, or the virtual building is destroyed by the second battle.
In one aspect, an apparatus for controlling a virtual object is provided, the apparatus including:
a display module for displaying a virtual building in a virtual scene, the virtual building being in a occupiable state;
the control module is used for controlling a controlled virtual object to move to the collision detection range of the virtual building, and the controlled virtual object belongs to a first camp;
a configuration module, configured to set the virtual building to a state occupied by the first camp in response to that there is no enemy virtual object in the collision detection range and a stay time of the controlled virtual object in the collision detection range reaches a first target time length, where the enemy virtual object belongs to a second camp, and the first camp and the second camp are in an antagonistic relationship;
and the increasing module is used for increasing the interaction score for the first marketing every second target time interval until the occupied time of the virtual building reaches a third target time interval, or the virtual building is destroyed by the second marketing.
In one possible implementation, the configuration module is configured to:
acquiring the stay time of the controlled virtual object in the collision detection range;
in response to the stay time length reaching a first target time length, determining a formation to which at least one virtual object in the collision detection range belongs, wherein the at least one virtual object comprises the controlled virtual object;
and in response to the fact that the at least one virtual object belongs to the first battle, determining that no enemy virtual object exists in the collision detection range, and setting the virtual building to be in a state occupied by the first battle.
In one possible embodiment, the control module is further configured to:
determining that an enemy virtual object exists in the collision detection range in response to the fact that the at least one virtual object does not belong to the same camp, and suspending timing of the stay time;
and controlling the controlled virtual object to interact with the enemy virtual object until the enemy virtual object is defeated, and starting timing of the stay time.
In one possible embodiment, the display module is further configured to:
and displaying a busy progress bar in the virtual scene, wherein the busy progress bar is used for representing the proportion of the stay time length to the first target time length.
In one possible embodiment, the display module is further configured to:
responding to the situation that the virtual building is in the state of being occupied by the first operation for more than the fourth target duration, canceling to display the virtual building in the virtual scene, and displaying prompt information of the next virtual building.
In one possible embodiment, the apparatus further comprises:
the first determining module is used for responding to the fact that only enemy virtual objects exist in the collision detection range, and determining the destruction progress value of the enemy virtual objects to the virtual building according to the stay time of the enemy virtual objects in the collision detection range;
and the second determination module is used for determining that the virtual building is destroyed by the second battle in response to the destruction progress value reaching the destruction threshold value.
In one possible embodiment, the apparatus further comprises:
and the zero clearing module is used for responding to the situation that the destroy progress value is smaller than the destroy threshold value, and only the virtual object belonging to the first battle is present in the collision detection range, and clearing the destroy progress value.
In one possible implementation, the display module is configured to:
displaying a lock countdown of the virtual building in the virtual scene, the lock countdown to represent a countdown of the virtual building transitioning from the locked state to the occupiable state;
in response to the lock countdown meeting a target condition, placing the virtual building in the preemptible state.
In one possible embodiment, the display module is further configured to:
and displaying prompt information of the virtual building in the virtual scene, wherein the prompt information is used for prompting that the virtual building is about to be displayed in the virtual scene.
In one possible embodiment, the apparatus further comprises:
the receiving module is used for responding to the failure of the controlled virtual object and receiving a view angle conversion instruction;
and the conversion module is used for converting the current visual angle to the visual angle of the target virtual object corresponding to the visual angle conversion instruction in the first marketing.
In one aspect, an electronic device is provided, which includes one or more processors and one or more memories, where at least one program code is stored in the one or more memories, and loaded by the one or more processors and executed to implement the method for controlling a virtual object according to any one of the possible implementations described above.
In one aspect, a storage medium is provided, in which at least one program code is stored, the at least one program code being loaded and executed by a processor to implement the method for controlling a virtual object according to any one of the possible implementations described above.
In one aspect, a computer program product or computer program is provided that includes one or more program codes stored in a computer readable storage medium. One or more processors of the electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can execute the control method of the virtual object according to any one of the above-mentioned possible embodiments.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the virtual building in the occupiable state is refreshed in the virtual scene, the virtual building at the moment is not occupied, the controlled virtual object is controlled to move towards the virtual building, if the controlled virtual object stays in the collision detection range of the virtual building for more than the duration of the first target and no enemy virtual object exists in the collision detection range, the fact that the virtual building is occupied by the first camp where the controlled virtual object is located is completed, the virtual building can be set in the state of being occupied by the first camp, the interaction score is increased for the first camp, namely the defense authority of the virtual building is successfully captured by the first camp, a novel attack and defense mode based on the virtual building is provided, the interaction mode of shooting games is enriched, the interaction effect is optimized, and the man-machine interaction efficiency is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to be able to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a schematic diagram of an implementation environment of a control method for a virtual object according to an embodiment of the present application;
fig. 2 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application;
FIG. 3 is a schematic view of an operation interface provided in an embodiment of the present application;
FIG. 4 is a schematic diagram of a prompt message provided by an embodiment of the present application;
FIG. 5 is a schematic illustration of a lockout countdown provided by an embodiment of the present application;
fig. 6 is a schematic diagram of a preemption progress bar provided by an embodiment of the present application;
fig. 7 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application;
FIG. 8 is a schematic diagram of a navigation control of a virtual building provided by an embodiment of the present application;
FIG. 9 is a schematic illustration of at least one target location provided by an embodiment of the present application;
FIG. 10 is a schematic flowchart of a method for controlling a virtual object according to an embodiment of the present application;
FIG. 11 is a diagram illustrating guidance information provided by an embodiment of the present application;
FIG. 12 is a schematic diagram of a collision detection range provided by an embodiment of the present application;
fig. 13 is a schematic structural diagram of a control apparatus for a virtual object according to an embodiment of the present application;
fig. 14 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
The terms "first," "second," and the like in this application are used for distinguishing between similar items and items that have substantially the same function or similar functionality, and it should be understood that "first," "second," and "nth" do not have any logical or temporal dependency or limitation on the number or order of execution.
The term "at least one" in this application means one or more, and the meaning of "a plurality" means two or more, for example, a plurality of first locations means two or more first locations.
Hereinafter, terms related to the present application are explained.
Virtual scene: is a virtual scene that is displayed (or provided) by an application program when the application program runs on a terminal. The virtual scene may be a simulation environment of a real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, a virtual scene may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and a user may control a virtual object to move in the virtual scene.
Virtual object: refers to a movable object in a virtual scene. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the virtual scene. The virtual object may be an avatar in the virtual scene that is virtual to represent the user. The virtual scene may include a plurality of virtual objects, each virtual object having its own shape and volume in the virtual scene and occupying a portion of the space in the virtual scene.
Alternatively, the virtual object may be a Player Character controlled by an operation on the client, or may be a Non-Player Character (NPC) provided in the virtual scene interaction. Alternatively, the virtual object may be a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be preset, or may be dynamically determined according to the number of clients participating in the interaction.
Taking a shooting game as an example, the user may control a virtual object to freely fall, glide, open a parachute to fall, run, jump, climb, bend over, and move on the land, or control a virtual object to swim, float, or dive in the sea, or the like, but the user may also control a virtual object to move in the virtual scene by riding a virtual vehicle, for example, the virtual vehicle may be a virtual car, a virtual aircraft, a virtual yacht, and the like, and the above-mentioned scenes are merely exemplified, and the present invention is not limited to this. The user may also control the virtual object to interact with other virtual objects in a battle manner through the interactive prop, for example, the interactive prop may be a throwing virtual weapon such as a grenade, a beaming mine, a viscous grenade, a laser tripper, a shooting virtual weapon such as a machine gun, a pistol, a rifle, a sentry ring machine gun, or some calling virtual soldiers (e.g., mechanical corpses).
In the embodiment of the application, the virtual building is used as a virtual resource which can be occupied, and the interaction score is continuously increased for the camps occupying the virtual building, so that the camps with the interaction scores reaching the score threshold value first can win the winning of the game. One or more virtual buildings may be displayed in a game, and each virtual building-based contention process is called a defense mode. In an attack and defense mode, one party preempting a virtual building is called as a defending party camping, the other party opposite to the defending party is called as an attacking party camping, virtual objects framed by both parties can interact in a mutual attack mode, the defending party camping can continuously obtain the awarded interactive scores as long as the virtual building is protected from being destroyed, and the attacking party camping needs to destroy the virtual building completely so as to capture the awarded interactive scores.
Hereinafter, a system architecture according to the present application will be described.
Fig. 1 is a schematic implementation environment diagram of a control method for a virtual object according to an embodiment of the present application. Referring to fig. 1, the embodiment includes: the implementation environment includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is installed and operated with an application program supporting a virtual scene. The application program may be any one of a First-Person shooter game (FPS), a third-Person shooter game, a Multiplayer Online Battle Arena game (MOBA), a virtual reality application program, a three-dimensional map program, a military simulation program, or a Multiplayer gunfight type live game. The first terminal 120 may be a terminal used by a first user, who uses the first terminal 120 to operate a first virtual object located in a virtual scene for activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking, shooting, attacking, throwing. Illustratively, the first virtual object is a first virtual character, such as a simulated persona or an animated persona.
The first terminal 120 and the second terminal 160 are connected to the server 140 through a wireless network or a wired network.
The server 140 may include at least one of a server, a plurality of servers, a cloud computing platform, or a virtualization center. The server 140 is used to provide background services for applications that support virtual scenarios. Alternatively, the server 140 may undertake primary computational tasks and the first and second terminals 120, 160 may undertake secondary computational tasks; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The second terminal 160 is installed and operated with an application program supporting a virtual scene. The application program can be any one of an FPS, a third person named shooting game, an MOBA, a virtual reality application program, a three-dimensional map program, a military simulation program or a multi-person gunfight survival game. The second terminal 160 may be a terminal used by a second user, who uses the second terminal 160 to operate a second virtual object located in the virtual scene for activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking, shooting, attacking, throwing. Illustratively, the second virtual object is a second virtual character, such as a simulated persona or an animated persona.
Optionally, the first virtual object controlled by the first terminal 120 and the second virtual object controlled by the second terminal 160 are in the same virtual scene, and the first virtual object may interact with the second virtual object in the virtual scene.
The first virtual object and the second virtual object may be in an enemy relationship, for example, the first virtual object and the second virtual object may belong to different camps, and between the virtual objects in the enemy relationship, the virtual objects may interact in a battle manner on the land in a manner of shooting each other, for example, the virtual props are launched by each other. In other embodiments, the first virtual object and the second virtual object may be in a teammate relationship, for example, the first virtual character and the second virtual character may belong to the same camp, the same team, have a friend relationship, or have temporary communication rights.
Alternatively, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application of different operating system platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smart phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, motion Picture Experts compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, motion Picture Experts compression standard Audio Layer 4) player, a laptop portable computer, and a desktop computer. For example, the first terminal 120 and the second terminal 160 may be smart phones, or other handheld portable gaming devices. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 2 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application. Referring to fig. 2, the embodiment is exemplified by applying the method to a terminal, which may be the first terminal 120 or the second terminal 160 shown in fig. 1, and includes the following steps:
201. the terminal displays a virtual building in the virtual scene, the virtual building being in a occupiable state.
The virtual building is used as a virtual resource which can be occupied, interaction scores are continuously increased for camping which occupies the virtual building, and the camping when the interaction scores reach a score threshold value first can win victory wins.
Illustratively, in an attack and defense mode, one party preempting a virtual building is called as a defending party camping, the other party opposite to the defending party is called as an attacking party camping, virtual objects framed by the two parties can interact in a mutual attack mode, the defending party camping can continuously obtain an awarded interaction score as long as the virtual building is protected from being destroyed, and the attacking party camping needs to destroy the virtual building completely to capture the awarded interaction score.
Optionally, the virtual building includes the following states: locked state, busy state by any one of the camps, in-flight state. The locked state is also the non-occupation state, at this time, the user can observe the displayed virtual building on the terminal, but the occupation can not be carried out, and the stage belongs to the preparation stage before the occupation starts. In the occupiable state, the virtual object of the first camp and the virtual object of the second camp need to preempt the virtual building through the countermeasure action, and the camp which is preoccupied can take the defense authority of the virtual building. Taking the example that the first barracks rate occupies the virtual building, under the state of being occupied by the first barracks, the terminal continuously increases the interaction score for the first barracks until the condition of refreshing the virtual building for the next time is met or the winning condition of the game is met. Optionally, the condition for refreshing the virtual building next time includes that the occupied duration of the virtual building reaches a third target duration, or the virtual building is destroyed by a second camp, and the second camp is in an antagonistic relationship with the first camp. Optionally, the winning condition of the game includes that the accumulated interaction score of any one of the battlements reaches a score threshold value, or the duration of the game reaches a duration threshold value. In the state of destroy, representing that the virtual building is being destroyed by the second battle, the interactive score is added to the first battle in the destroy process, until the destroy is successful, the interactive score is added to the second battle, and if the destroy fails, the state of being occupied by the first battle is returned.
In some embodiments, the terminal may start the application program in response to a start operation of the application program by a user, where the start operation may be a touch operation of the user on an icon of the application program on a desktop of the terminal, or a start instruction of the application program is input to the intelligent voice assistant by the user, and the start instruction may include a voice instruction or a text instruction, and the type of the start instruction is not specifically limited in the embodiments of the present application.
In some embodiments, when the user sets an automatic start condition for the application program, the terminal may automatically start the application program by the terminal operating system when detecting that the automatic start condition of the application program is met, optionally, the automatic start condition may be that the application program is started periodically, for example, the application program is started at 8 o' clock every night, or the automatic start condition may also be that the terminal is started automatically, which is not specifically limited in the embodiments of the present application.
In the above process, the terminal starts an application program, and displays an operation interface in the application program, where the operation interface includes a selection control for the game mode, a setting control for an account option, a selection control for a virtual scene (commonly referred to as a "scene map"), and the like. The terminal can detect the selection operation of the user on each game mode in the operation interface in real time, and determines the selected game mode as the game mode configured by the game. Optionally, the selection operation may be a click operation, a long-time press operation, or the like, or may also be a trigger operation on a shortcut key corresponding to any pair of office modes, which is not limited in this embodiment of the application.
Fig. 3 is a schematic diagram of an operation interface provided in an embodiment of the present application, please refer to fig. 3, in which the operation interface 300 includes a virtual building robbery warfare 301 in a session mode, and other session modes, such as a training mode, a 3V3 mode, a 5V5 mode, and a 10V10 mode, are also provided. After clicking on the virtual building grab 301, the user can see the description of the paired office mode "take virtual building and prevent the enemy from violently attacking! Next, the user can click on a 'preset map' or a 'random map' to select the virtual scene loaded in the game, and finally, the user clicks on a 'confirm' option to trigger the starting operation of the game.
After the user selects the game matching mode in the operation interface, the terminal starts the game, loads the virtual scene, and displays the controlled virtual object and the virtual building in the virtual scene. In the one-to-one office mode, a user needs to operate a controlled virtual object to occupy a virtual building, if the controlled virtual object is defeated in the occupying process, the occupying progress is cleared, the camping progress is deprived of the defensive authority of the virtual building until any one of the square camps successfully occupies the virtual building, the camping is used as the defensive party camping of the virtual building to participate in the subsequent office, and the other opposite party camping is used as the aggressor camping of the virtual building to participate in the subsequent office. The logic of occupation of the virtual building will be described in step 202 and 203, which will not be described herein.
In some embodiments, the terminal may display a lock countdown of the virtual building in the virtual scene while displaying the virtual building, the lock countdown being used to indicate a countdown for the virtual building to transition from the locked state to the preemptible state, and in response to the lock countdown meeting a target condition, place the virtual building in the preemptible state.
In the above process, the virtual building is already displayed in the virtual scene when the lock countdown is displayed, but the virtual building at this time is still in the locked state, and the virtual building in the locked state is marked as "non-occupiable state", and only when the lock countdown meets the target condition, the virtual building is set from the locked state to the occupiable state, and the locked state is used for reserving the time for moving to the vicinity of the virtual building for the virtual object in both sides, so that the occupying process can have higher interest.
Optionally, the terminal draws the lock countdown to the top layer of the virtual scene in a floating layer form, or the terminal directly adds a display control for locking the countdown to the first target area in the virtual scene, or the terminal directly renders the lock countdown to the first target area when rendering the virtual scene in real time. The first target area may be any area in the virtual scene.
Optionally, the lock countdown may include at least one of a digital countdown, a forward reading bar countdown, a backward reading bar countdown, a circular countdown, and a sector countdown, and the display form of the lock countdown is not specifically limited in this embodiment of the application.
Alternatively, the target condition may be that the lock countdown is finished, or the target condition may also be that the lock countdown reaches the target time, for example, assuming that the total lock countdown is 10 seconds, the target condition may be that the lock countdown is finished (0 second is reached), or the target condition may also be that the lock countdown reaches 3 seconds, and the content of the target condition is not specifically limited in the embodiment of the present application.
In some embodiments, the terminal may also directly display the virtual building in the virtual scene, and cancel the use of the locking countdown to perform the advance reminding, for example, at the refresh time of the virtual building, the terminal just refreshes and displays the virtual building near the virtual object of one party camping, which is convenient for the camping to preempt the virtual building, and can introduce more random factors into the opposite office.
In some embodiments, in addition to displaying the lock countdown, a prompt for a virtual building may be displayed in the virtual scene prior to displaying the virtual building, the prompt prompting that the virtual building is about to be displayed in the virtual scene.
Optionally, the terminal draws the prompt information on the top layer of the virtual scene in a floating layer manner, or the terminal directly adds a display control of the prompt information in a second target area in the virtual scene, or the terminal directly renders the prompt information in the second target area when rendering the virtual scene in real time. The second target area may be any area in the virtual scene, and the second target area and the first target area may be the same or different.
Optionally, the prompt information may include at least one of text prompt information, graphical prompt information, voice prompt information, or animation prompt information, and the display form of the prompt information is not specifically limited in the embodiment of the present application. Illustratively, the prompt message may also be in the form of a display countdown of the virtual building, which is used to prompt the remaining time from the next display time of the virtual building in the virtual scene.
It should be noted that the prompt information is different from the lock countdown, the prompt information is used to prompt that the virtual building is about to appear in the virtual scene (may also be considered as refresh), and the lock countdown is used to prompt that the virtual building is about to change to the occupiable state after the virtual building has appeared in the virtual scene.
Illustratively, in a game, a preparation (preparation) phase and a Locking (Locking) phase are included, in the preparation phase, a virtual building is not displayed in the virtual scene, but a UI (User Interface) control for prompting information is displayed in the virtual scene, and is used for prompting that a position point of the virtual building is about to appear in the virtual scene. And then displaying the virtual building in the virtual scene, entering a locking stage, wherein the virtual building is in a locking state (namely, a non-occupiable state), displaying a UI control for locking countdown in the virtual scene, wherein a user can see the position of the virtual building in the virtual scene but cannot perform an occupational operation, and only when the locking countdown meets a target condition, setting the virtual building from the locking state to the occupiable state, the user can operate a controlled virtual object to occupy the virtual building.
Fig. 4 is a schematic diagram of a prompt message provided in an embodiment of the present application, please refer to fig. 4, where the prompt message 400 is displayed in a virtual scene, where the prompt message 400 includes "the next virtual building is generated in: 0: 13.6', and the prompt message 400 also reminds the user how long the user is away from the display time of the virtual building in a countdown mode, so that an intuitive prompt effect can be achieved.
Fig. 5 is a schematic diagram of a locking countdown provided in an embodiment of the present application, please refer to fig. 5, which further displays a locking countdown 501 "00: 02 in virtual building locking" of the virtual building after the virtual building is displayed in the virtual scene 500 to remind a user how long time is left until the virtual building is changed from the locking state to the occupiable state, so as to achieve an intuitive interaction effect.
202. And the terminal controls the controlled virtual object to move to the collision detection range of the virtual building, and the controlled virtual object belongs to the first marketing.
The controlled virtual object is a virtual object controlled by a user through a current terminal in a virtual scene, and the camp to which the controlled virtual object belongs is called a first camp.
In the above process, after the terminal displays the virtual building, the user may control the controlled virtual object to move to the collision detection range of the virtual building on the terminal, and optionally, the user controls the controlled virtual object to move along the direction where the virtual building is located through touch operation on the rocker control until the controlled virtual object moves to the collision detection range of the virtual building, where the rocker control is used to indicate the moving direction of the controlled virtual object.
203. And the terminal responds to the situation that no enemy virtual object exists in the collision detection range and the stay time of the controlled virtual object in the collision detection range reaches the first target time length, the virtual building is set to be in a state of being occupied by first camp, the enemy virtual object belongs to second camp, and the first camp and the second camp are in a confrontation relationship.
Wherein the first target duration is any value greater than or equal to 0.
In some embodiments, when the terminal controls the controlled virtual object to move into the collision detection range, the occupation control of the virtual building is triggered to be displayed in the virtual scene, and in response to the detection of the touch operation on the occupation control, the timing of the stay time is started.
In some embodiments, the occupation control is displayed in the virtual scene, and the user manually controls whether to start occupation of the virtual building based on the occupation control, so that more diversified strategy for dealing can be provided, for example, the virtual building refreshed at a certain moment is abandoned strategically, the virtual building refreshed at the next moment is occupied by the reserve resources, and the like, thereby improving the operability of the user and the interestingness.
Optionally, when at least one virtual object in the collision detection range all belongs to the first campsite, the timing of the stay duration is continuously increased, otherwise, if the at least one virtual object in the collision detection range does not belong to the same campsite, that is, it is determined that there is a hostile virtual object in the collision detection range, the timing of the stay duration needs to be suspended, and the controlled virtual object interacts with the hostile virtual object until all the hostile virtual objects in the collision detection range are defeated, and the timing of the stay duration can be restarted. On the contrary, if the controlled virtual object and the friend virtual object belonging to the first barrage are both defeated, the dwell time length is cleared, and the timing of the dwell time length is started for the enemy barrage.
In other embodiments, when the terminal controls the controlled virtual object to move into the collision detection range, the timing of the staying time period is automatically triggered, that is: acquiring the stay time of the controlled virtual object in the collision detection range, and determining the formation to which at least one virtual object in the collision detection range belongs in response to the stay time reaching a first target time, wherein the at least one virtual object comprises the controlled virtual object; and in response to the at least one virtual object belonging to the first camp, setting the virtual building to be in a state occupied by the first camp.
In some embodiments, the terminal may further display a occupation progress bar in the virtual scene, where the occupation progress bar is used to indicate a ratio of the staying time to the first target time, so that the occupation progress of the first camp in which the controlled virtual object is located on the virtual building can be visually displayed through the occupation progress bar.
In the process, the timing of the stay time length is not required to be triggered through the occupation control, the occupation progress of the virtual building can be intelligently counted by the terminal based on the stay time length, the complex operation of a user is avoided, and the process of occupying the virtual building is simplified.
In some embodiments, the terminal may further obtain, after obtaining the staying time, a occupation progress value of a first camp in which the controlled virtual object is located for the virtual building based on the staying time, and set the virtual building to a state occupied by the first camp in response to that the occupation progress value reaches a occupation threshold and each virtual object in the collision detection range belongs to the first camp. Optionally, the occupancy value is positively correlated with the staying time period, that is, the longer the staying time period is, the larger the occupancy value is, and the shorter the staying time period is, the smaller the occupancy value is.
In some embodiments, the terminal may further display a occupation progress bar in the virtual scene, where the occupation progress bar is used to indicate a ratio of the occupation progress value to the occupation threshold, so that the occupation progress of the first formation where the controlled virtual object is located on the virtual building can be visually displayed through the occupation progress bar.
Fig. 6 is a schematic diagram of a preemption progress bar according to an embodiment of the present application, please refer to fig. 6, which includes a preemption progress bar 601 "00: 21" in virtual building preemption "in a virtual scene 600, in an example, 10 preemption advance values are added every second, and when the preemption advance values reach a preemption threshold value of 100, the preemption is successful.
In the process, which party can camp on the virtual building is measured through the camp progress value, so that the camp progress of the camp currently being camp is convenient to quantify, a fighting strategy is specified for the camp, the camp progress value can be shown only to the camp, and also can be shown to the enemy camp at the same time, a counterattack strategy is specified for the enemy camp, and the interest of the game is further improved.
In some embodiments, if both camps continue to camp in the camping stage, and no one of the camps can camp on the virtual building, the terminal cancels the display of the virtual building in the virtual scene in response to the virtual building being in the camping state by the first camps for more than the fourth target duration, and displays the prompt message of the next virtual building. Wherein the fourth target duration is any value greater than or equal to 0.
In the process, when the virtual building exceeds the fourth target, the duration of the virtual building is still not successfully occupied by any marketing, and then the virtual building is triggered to enter the next round of virtual building to preempt in time, so that the situation of the opposite is prevented from being continuously glued, the progress of the opposite is accelerated, and the time of a user is prevented from being wasted.
In some embodiments, the terminal determines that an enemy virtual object exists in the collision detection range and suspends the timing of the stay time period in response to at least one virtual object in the collision detection range not belonging to the same camp; and controlling the controlled virtual object to interact with the enemy virtual object until the enemy virtual object is defeated, and starting timing the stay time.
In the process, a possible implementation mode is provided when the enemy virtual object interferes with the occupation progress in the collision detection range, the timing of the stay time is suspended, and the timing of the stay time is restarted after all the enemy virtual objects in the collision detection range are defeated by the controlled virtual object, so that the occupation progress of the camp in which the controlled virtual object is located can be interrupted, and the interaction mode is enriched.
In some embodiments, if the first camp in which the controlled virtual object is located successfully occupies the virtual building, the terminal may determine the first camp as a defensive camp for the virtual building after setting the virtual building to the state occupied by the first camp, and perform step 204 described below.
204. And increasing the interaction score for the first battle every interval of the second target time length by the terminal until the occupied time length of the virtual building reaches the third target time length or the virtual building is destroyed by the second battle.
The second target duration or the third target duration is any value greater than or equal to 0, and the second target duration is less than or equal to the third target duration.
In the process, an interaction mode with interestingness and relatively high antagonism is provided, after a first battle at a controlled virtual object successfully occupies a virtual building, the defense authority of the virtual building is seized equivalently, the first battle at the controlled virtual object is determined to be a defense party, a second battle of the other party is automatically converted into an attack party battle, in the subsequent battle, the second battle needs to destroy the virtual building to obtain the rewarded interaction score, and the first battle needs to protect the virtual building not to be destroyed to obtain the rewarded interaction score.
For the second campaign, the virtual building may be destroyed by: the terminal responds to the fact that only an enemy virtual object exists in the collision detection range, and determines the destruction progress value of the enemy virtual object to the virtual building according to the stay time of the enemy virtual object in the collision detection range; in response to the destruction progress value reaching a destruction threshold, it is determined that the virtual building is destroyed by the second array.
That is to say, after the enemy virtual object of the second array enters the collision detection range, all the virtual objects of the first array need to be defeated, until only the enemy virtual object exists in the collision detection range, the defeat progress value can be automatically triggered and accumulated at this time, and until reaching the defeat threshold value, the defeat of the second array is determined to be successful.
In some embodiments, if an enemy virtual object of the second battle is defeated by the virtual object of the first battle in the process of destroying, at this time, the terminal clears the destruction progress value in response to that the destruction progress value is smaller than the destruction threshold value and that only the virtual object belonging to the first battle exists in the collision detection range.
In the process, the enemy virtual object of the second camp can participate in the confrontation of the confrontation mode by destroying the virtual building as a target through the mode, and the virtual object of the first camp needs to be prevented from fighting in the destroying process, so that a diversified interaction mode is provided, and the human-computer interaction efficiency is improved.
In some embodiments, when the controlled virtual object is defeated, although the controlled virtual object cannot revive, the terminal may also provide the function of a fighting teammate, that is, in response to the controlled virtual object being defeated, the terminal receives a perspective conversion instruction, and converts the current perspective to the perspective of the target virtual object corresponding to the perspective conversion instruction in the first barrack.
Optionally, when the view conversion instruction specifies a target virtual object, the current view is switched to the view of the target virtual object, and when the view conversion instruction does not specify the target virtual object, a virtual object in a first formation closest to the controlled virtual object may be determined as the target virtual object, or any virtual object in the same team as the controlled virtual object may be randomly determined as the target virtual object, and after the target virtual object is determined, the current view is switched to the view of the target virtual object.
All the above optional technical solutions can be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
In the method provided by the embodiment of the application, the virtual building in the occupiable state is refreshed in the virtual scene, the virtual building is not occupied at the moment, the controlled virtual object is controlled to move towards the virtual building, if the controlled virtual object stays in the collision detection range of the virtual building for more than the first target duration and no hostile virtual object exists in the collision detection range, the virtual building is completely occupied by the first camp where the controlled virtual object is located, the virtual building can be set to be in a state of being occupied by the first barrack, the interaction score is added for the first barrack, namely the first barrack is regarded as successfully capturing the defense authority of the virtual building, a novel attack and defense mode based on the virtual building is provided, therefore, the interaction mode of shooting games is enriched, the interaction effect is optimized, and the human-computer interaction efficiency is improved.
Fig. 7 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application. Referring to fig. 7, the embodiment is exemplified by applying the method to a terminal, which may be the first terminal 120 or the second terminal 160 shown in fig. 1, and includes the following steps:
700. the terminal displays the virtual scene.
In the above process, the terminal starts an application program, and displays an operation interface in the application program, where the operation interface includes a selection control for the game mode, a setting control for an account option, a selection control for a virtual scene (commonly referred to as a "scene map"), and the like. The terminal can detect the selection operation of the user on each game mode in the operation interface in real time, and determines the selected game mode as the game mode configured by the game. Optionally, the selection operation may be a click operation, a long-time press operation, or the like, or may also be a trigger operation on a shortcut key corresponding to any pair of office modes, which is not limited in this embodiment of the application. After the user selects the game matching mode in the operation interface, the terminal starts the game of the game and loads the virtual scene.
701. And the terminal displays prompt information of the virtual building in the virtual scene, wherein the prompt information is used for prompting that the virtual building is about to be displayed in the virtual scene.
The virtual building is used as a virtual resource which can be occupied, interaction scores are continuously increased for camping which occupies the virtual building, and the camping when the interaction scores reach a score threshold value first can win victory wins.
Illustratively, in an attack and defense mode, one party preempting a virtual building is called as a defending party camping, the other party opposite to the defending party is called as an attacking party camping, virtual objects framed by the two parties can interact in a mutual attack mode, the defending party camping can continuously obtain an awarded interaction score as long as the virtual building is protected from being destroyed, and the attacking party camping needs to destroy the virtual building completely to capture the awarded interaction score.
Optionally, the prompt information may include at least one of text prompt information, graphical prompt information, voice prompt information, or animation prompt information, and the display form of the prompt information is not specifically limited in the embodiment of the present application.
Illustratively, the prompt message may also be in the form of a display countdown of the virtual building, which is used to prompt the remaining time from the next display time of the virtual building in the virtual scene.
Optionally, the terminal draws the prompt information on the top layer of the virtual scene in a floating layer manner, or the terminal directly adds a display control of the prompt information in a second target area in the virtual scene, or the terminal directly renders the prompt information in the second target area when rendering the virtual scene in real time.
In some embodiments, the terminal may not perform step 701, but directly perform the operation of displaying the virtual building in step 702 after the virtual scene is loaded, so as to simplify the process of displaying the virtual building.
702. The terminal displays the virtual building in the locked state in the virtual scene.
In some embodiments, at least one target position may be configured in the virtual scene, and before displaying the virtual building each time, one target position is selected from the at least one target position as the current refresh position, so that the virtual building in the locked state is displayed at the refresh position.
Optionally, the server randomly designates a target position from the at least one target position as the refresh position, and sends the designated refresh position to the terminal, and the terminal displays the virtual building at the refresh position of the virtual scene.
Optionally, the server dynamically selects a target position with the highest evaluation score as the refresh position based on the positions of the virtual objects strutted by the two parties in the virtual scene, and sends the specified refresh position to the terminal, and the terminal displays the virtual building at the refresh position in the virtual scene. The algorithm for evaluating the score is configured by the skilled artisan and can refer to factors including, but not limited to: the method includes the steps that positions of virtual objects of two parties in a virtual scene, interaction scores of the two parties in formation, accumulated interaction scores of the two parties in formation, refreshing positions of a last virtual building (the refreshing positions can follow the de-duplication principle, namely the virtual buildings cannot be refreshed continuously at the same target position) and the like.
In some embodiments, after the virtual building is displayed in the virtual scene, a navigation control of the virtual building may be displayed in the virtual scene, where the navigation control is used to indicate the orientation of the virtual building, so that a user can control the controlled virtual object on the terminal to move to the vicinity of the virtual building along the guidance of the navigation control.
Fig. 8 is a schematic diagram of a navigation control of a virtual building provided in an embodiment of the present application, please refer to fig. 8, in a virtual scene 800, a navigation control 801 of the virtual building is displayed, based on the navigation control 801, a position where the virtual building is located can be visually seen, and a distance between the virtual building and a controlled virtual object in the virtual scene is 35 meters.
Fig. 9 is a schematic diagram of at least one target position provided in an embodiment of the present application, please refer to fig. 9, 4 target positions 901 to 904 are configured in advance in an entire virtual scene 900, and when a virtual building needs to be refreshed and displayed, one target position is randomly designated from the 4 target positions 901 to 904 as a refresh position of the current virtual building. Because some position points in the virtual scene are not suitable for carrying out robbery activities with strong antagonism, the refresh position of the virtual building can be prevented from being appointed in the virtual scene completely randomly by pre-configuring at least one optional target position 901-904, so that the refresh logic of the virtual building is more intelligent. The 4 target positions 901 to 904 are only an exemplary illustration, different virtual scenes may have different numbers of target positions, and the same virtual scene may also have different numbers of target positions in different destinations, and the number of target positions is not specifically limited in the embodiment of the present application.
703. The terminal displays a lock countdown of the virtual building in the virtual scene, the lock countdown being used to indicate a countdown for the virtual building to transition from the locked state to the occupiable state.
Optionally, the lock countdown may include at least one of a digital countdown, a forward reading bar countdown, a backward reading bar countdown, a circular countdown, and a sector countdown, and the display form of the lock countdown is not specifically limited in this embodiment of the application.
Optionally, the terminal draws the lock countdown to the top layer of the virtual scene in a floating layer form, or the terminal directly adds a display control for locking the countdown to the first target area in the virtual scene, or the terminal directly renders the lock countdown to the first target area when rendering the virtual scene in real time. The first target area and the second target area may be the same or different.
704. And the terminal responds to the condition that the locking countdown meets the target condition and sets the virtual building to be in the preemptible state.
Alternatively, the target condition may be that the lock countdown is finished, or the target condition may also be that the lock countdown reaches the target time, for example, assuming that the total lock countdown is 10 seconds, the target condition may be that the lock countdown is finished (0 second is reached), or the target condition may also be that the lock countdown reaches 3 seconds, and the content of the target condition is not specifically limited in the embodiment of the present application.
In the above process, the virtual building is already displayed in the virtual scene when the lock countdown is displayed, but the virtual building at this time is still in the locked state, and the virtual building in the locked state is marked as "non-occupiable state", and only when the lock countdown meets the target condition, the virtual building is set from the locked state to the occupiable state, and the locked state is used for reserving the time for moving to the vicinity of the virtual building for the virtual object in both sides, so that the occupying process can have higher interest.
In some embodiments, the terminal may not perform the step 702 and 704, but directly display the virtual building in the preemptible state in the virtual scene, that is, the virtual building defaults to the preemptible state when appearing in the virtual scene, so that more random factors can be introduced into the game, and the processing flow of the terminal can be simplified.
705. And the terminal controls the controlled virtual object to move to the collision detection range of the virtual building, and the controlled virtual object belongs to the first marketing.
Step 705 is similar to step 202, and is not described herein.
706. And the terminal acquires the stay time of the controlled virtual object in the collision detection range.
In the step 706, when the terminal controls the controlled virtual object to move into the collision detection range, the timing of the staying time period is automatically triggered, for example, the staying time period is obtained by registering a timer. The timing of the stay time length is triggered without an occupation control, so that the complex operation of a user is avoided, and the process of occupying the virtual building is simplified.
In other embodiments, when the terminal controls the controlled virtual object to move into the collision detection range, the occupation control of the virtual building is triggered to be displayed in the virtual scene, and in response to the detection of the touch operation on the occupation control, the timing of the stay time is started.
In the process, the user manually controls whether to start occupation of the virtual building based on the occupation control, so that more diversified strategy for the game can be provided, for example, the virtual building refreshed at a certain moment is strategically abandoned, the virtual building refreshed at the next moment is fully occupied by the reserved resources, and the like, the operability of the user is improved, and the interestingness is improved.
Optionally, when at least one virtual object in the collision detection range all belongs to the first camp, the timing of the staying duration is continuously increased, otherwise, if the at least one virtual object in the collision detection range does not belong to the same camp, that is, it is determined that a hostile virtual object exists in the collision detection range, the following step 707 and step 708 need to be executed, the timing of the staying duration is suspended, and the timing of the staying duration is restarted after the hostile virtual object is defeated.
707. And the terminal determines that an enemy virtual object exists in the collision detection range and suspends the timing of the stay time length in response to the fact that at least one virtual object in the collision detection range does not belong to the same camp.
The enemy virtual object belongs to a second camp, and the second camp and the first camp are in an antagonistic relationship.
In the above process, if there is an enemy virtual object in the collision detection range, the timing of the staying time period needs to be suspended, for example, the timer corresponding to the staying time period is suspended, and the following step 708 is executed.
708. And the terminal controls the controlled virtual object to interact with the enemy virtual object until the enemy virtual object is defeated, and starts timing the stay time.
In the process, when the terminal controls the controlled virtual object to interact with the enemy virtual object, the controlled virtual object can be controlled to launch interactive props, such as grenades, bullets, viscous mines, cluster mines and the like, to the enemy virtual object, so that abundant interactive experience and interactive forms are provided, and the timing of the stay time can be started until the enemy virtual object is defeated.
In some embodiments, if the controlled virtual object is finally defeated by the enemy virtual object, and the other friend virtual objects of the first camp in which the controlled virtual object is located are also defeated by the enemy virtual object, then the occupation progress of the first camp in which the controlled virtual object is located needs to be cleared, and the timing of the stay time of the second camp is started, and if the second camp is finally successfully occupied, the second camp will capture the defense authority of the virtual building.
In some embodiments, step 707 and 708 may not be performed, that is, even if there is a hostile virtual object in the collision detection range, as long as the controlled virtual object initiating the preemption operation is not defeated, the dwell time of the first camp continues to be accumulated, and the accumulated dwell time of the first camp is not cleared unless the hostile virtual object fails the controlled virtual object.
709. And the terminal responds to the condition that no enemy virtual object exists in the collision detection range and the stay time reaches the first target time length, and the virtual building is set to be in a state occupied by the first battle.
Wherein the first target duration is any value greater than or equal to 0.
In the process, the terminal responds to the stay time length reaching the first target time length, and determines the formation to which at least one virtual object in the collision detection range belongs, wherein the at least one virtual object comprises the controlled virtual object; and in response to the fact that the at least one virtual object belongs to the first camp, determining that no enemy virtual object exists in the collision detection range, and setting the virtual building to be in a state occupied by the first camp.
In the above process, since the first camp where the controlled virtual object is located successfully occupies the virtual building, which is equivalent to the first camp where the controlled virtual object is located seizing the defense authority of the virtual building, the camp where the controlled virtual object is located can be regarded as the defense authority camp of the virtual building.
In the occupation process, the terminal can display an occupation progress bar in the virtual scene, and the occupation progress bar is used for expressing the proportion of the stay time to the first target time, so that the occupation progress of the first formation where the controlled virtual object is located to the virtual building can be visually displayed through the occupation progress bar.
In some embodiments, the terminal may further obtain, after obtaining the staying time, a occupation progress value of a first camp in which the controlled virtual object is located for the virtual building based on the staying time, and set the virtual building to a state occupied by the first camp in response to that the occupation progress value reaches a occupation threshold and each virtual object in the collision detection range belongs to the first camp. Optionally, the occupancy value is positively correlated with the staying time period, that is, the longer the staying time period is, the larger the occupancy value is, and the shorter the staying time period is, the smaller the occupancy value is.
In some embodiments, the terminal may further display a occupation progress bar in the virtual scene, where the occupation progress bar is used to indicate a ratio of the occupation progress value to the occupation threshold, so that the occupation progress of the first formation where the controlled virtual object is located on the virtual building can be visually displayed through the occupation progress bar.
In the process, which party can camp on the virtual building is measured through the camp progress value, so that the camp progress of the camp currently being camp is convenient to quantify, a fighting strategy is specified for the camp, the camp progress value can be shown only to the camp, and also can be shown to the enemy camp at the same time, a counterattack strategy is specified for the enemy camp, and the interest of the game is further improved.
In step 706-709, an interaction mode is provided in which the virtual objects struggled by both parties seize the defense authority of the virtual building in a countermeasure mode after the game is started, and the roles of both parties are not allocated in advance before the game is opened, so that the interest of the shooting game can be greatly improved.
In some embodiments, if both camps continue to camp in the camping stage, and no one of the camps can camp on the virtual building, the terminal cancels the display of the virtual building in the virtual scene in response to the virtual building being in the camping state by the first camps for more than the fourth target duration, and displays the prompt message of the next virtual building. Wherein the fourth target duration is any value greater than or equal to 0.
In the process, when the virtual building exceeds the fourth target, the duration of the virtual building is still not successfully occupied by any marketing, and then the virtual building is triggered to enter the next round of virtual building to preempt in time, so that the situation of the opposite is prevented from being continuously glued, the progress of the opposite is accelerated, and the time of a user is prevented from being wasted.
710. And increasing the interaction score for the first battle every interval of the second target time length by the terminal until the occupied time length of the virtual building reaches the third target time length or the virtual building is destroyed by the second battle.
The second target duration or the third target duration is any value greater than or equal to 0, and the second target duration is less than or equal to the third target duration.
In the process, an interaction mode with interestingness and relatively high antagonism is provided, after a first battle at a controlled virtual object successfully occupies a virtual building, the defense authority of the virtual building is seized equivalently, the first battle at the controlled virtual object is determined to be a defense party, a second battle of the other party is automatically converted into an attack party battle, in the subsequent battle, the second battle needs to destroy the virtual building to obtain the rewarded interaction score, and the first battle needs to protect the virtual building not to be destroyed to obtain the rewarded interaction score.
For the second campaign, the virtual building may be destroyed by: the terminal responds to the fact that only an enemy virtual object exists in the collision detection range, and determines the destruction progress value of the enemy virtual object to the virtual building according to the stay time of the enemy virtual object in the collision detection range; in response to the destruction progress value reaching a destruction threshold, it is determined that the virtual building is destroyed by the second array.
That is to say, after the enemy virtual object of the second array enters the collision detection range, all the virtual objects of the first array need to be defeated, until only the enemy virtual object exists in the collision detection range, the defeat progress value can be automatically triggered and accumulated at this time, and until reaching the defeat threshold value, the defeat of the second array is determined to be successful.
In some embodiments, if an enemy virtual object of the second battle is defeated by the virtual object of the first battle in the process of destroying, at this time, the terminal clears the destruction progress value in response to that the destruction progress value is smaller than the destruction threshold value and that only the virtual object belonging to the first battle exists in the collision detection range.
In the process, the enemy virtual object of the second camp can participate in the confrontation of the confrontation mode by destroying the virtual building as a target through the mode, and the virtual object of the first camp needs to be prevented from fighting in the destroying process, so that a diversified interaction mode is provided, and the human-computer interaction efficiency is improved.
In some embodiments, the terminal may also issue a reward interaction score for the first battle when the controlled virtual object occupies the virtual building, and simultaneously start the contention of the next round of virtual buildings, and the issue rule of the interaction score is not specifically limited in the embodiments of the present application.
Based on the situation, the virtual building can be refreshed for multiple times in one round of game-play, so that the two parties can perform many rounds of activities for robbing the virtual building, and the winning condition can be configured to that the accumulated interaction score of any one round of game-play reaches the score threshold, thereby avoiding the contingency caused by one round of winning or losing, balancing the fairness of the game, or the obtaining condition can be configured to that the game-play duration reaches the duration threshold, and avoiding the damage to the user experience caused by too long time consumption of one round of game.
In some embodiments, when the controlled virtual object is defeated, although the controlled virtual object cannot revive, the terminal may also provide the function of a fighting teammate, that is, in response to the controlled virtual object being defeated, the terminal receives a perspective conversion instruction, and converts the current perspective to the perspective of the target virtual object corresponding to the perspective conversion instruction in the first barrack.
Optionally, when the view conversion instruction specifies a target virtual object, the current view is switched to the view of the target virtual object, and when the view conversion instruction does not specify the target virtual object, a virtual object in a first formation closest to the controlled virtual object may be determined as the target virtual object, or any virtual object in the same team as the controlled virtual object may be randomly determined as the target virtual object, and after the target virtual object is determined, the current view is switched to the view of the target virtual object.
In other embodiments, if the controlled virtual object and all virtual objects of the first camp are defeated, the current perspective may be aligned to the virtual building, or a function of viewing the virtual objects of the second camp may be provided, thereby avoiding an uninteresting user experience for the user after the controlled virtual object is defeated.
All the above optional technical solutions can be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
In the method provided by the embodiment of the application, the virtual building in the occupiable state is refreshed in the virtual scene, the virtual building is not occupied at the moment, the controlled virtual object is controlled to move towards the virtual building, if the controlled virtual object stays in the collision detection range of the virtual building for more than the first target duration and no hostile virtual object exists in the collision detection range, the virtual building is completely occupied by the first camp where the controlled virtual object is located, the virtual building can be set to be in a state of being occupied by the first barrack, the interaction score is added for the first barrack, namely the first barrack is regarded as successfully capturing the defense authority of the virtual building, a novel attack and defense mode based on the virtual building is provided, therefore, the interaction mode of shooting games is enriched, the interaction effect is optimized, and the human-computer interaction efficiency is improved.
In one exemplary embodiment, a virtual building based match mode is provided, referred to as "virtual building preemption.
1. Preparatory phase (preparation)
Before the virtual building appears, the virtual building is called a preparation stage, and before the position point of the virtual building is refreshed in the virtual scene, the UI control is adopted to display the prompt information of the virtual building, so as to prompt that the position point of the virtual building is about to be generated. In one example, the prompt message is displayed for 8 seconds.
2. Locking phase (Locking)
After the position point of the virtual building is refreshed in the virtual scene, a locking state exists, the virtual building cannot be occupied in the locking state, and meanwhile, the UI control is adopted to display the locking countdown of the virtual building in the virtual scene to prompt the virtual building to separate the remaining time of locking. After the virtual building's lock countdown is over, the virtual building may be occupied. For example, the virtual building lock countdown is 10 seconds, or the virtual building lock countdown is any value greater than 0.
In one exemplary scenario, each virtual building lock countdown is 10 seconds, but the virtual building first appears with a lock countdown of 20 seconds, i.e., the first virtual building lock countdown is up to 20 seconds.
3. Dominating stage (Idle)
After the locking countdown of the virtual building is finished, the virtual building enters a preemptible state from a locking state, and at the moment, if the staying time length of the virtual object which is only one party camps in the collision detection range of the virtual building reaches the first target time length and no enemy virtual object exists in the collision detection range, the virtual building is switched to a 'preemptive state' item 4; otherwise, if the virtual object which is struggled by the two parties is located in the collision detection range of the virtual building, the state is shifted to the 5 th 'contention state'; in addition, if the virtual building is not successfully occupied beyond a fourth target time length, which may also be referred to as "virtual building timeout", the preparation phase of the next virtual building is directly entered.
Alternatively, since the collision detection range is generally a rectangular space, the collision detection range of the rectangular space may also be referred to as a "collision box", and of course, the collision detection range is not limited to the rectangular space, and may also be a spherical space, an irregular-shaped space, and the like, and the embodiment of the present application does not specifically limit the shape of the collision detection range.
4. Busy stage (Capturing)
When the collision detection range of the virtual building only contains the controlled virtual object and the virtual object (commonly called as friend-side virtual object) belonging to the first camp, the virtual building enters the busy state, at the moment, the busy value is determined according to the staying time of the virtual object of the first camp in the collision detection range, for example, the busy value is increased by 10 points per second, and when the busy value reaches the busy threshold value 100, the first camp is determined to be successful. It should be noted that, if the second camp is first engaged in preemption, all enemy virtual objects existing within the collision detection range must be defeated, so that the preemption value of the second camp can be cleared, and then the preemption value of the first camp can be increased.
5. Contention phase (Contesting)
When the virtual objects which are struggled by the two parties exist in the collision detection range of the virtual building, the virtual building enters a contention state. Assuming that the first camp is currently occupied, at this time, the current occupation progress value of the first camp is stopped, the first camp needs to beat all enemy virtual objects in the collision detection range to increase the occupation progress value of the first camp, and otherwise, the second camp also needs to beat all virtual objects of the first camp in the collision detection range to increase the occupation progress value of the second camp.
6. Defending stage (deffending)
When any virtual object in a camp occupies the virtual building (this state is called occupied state, that is, occupied), the virtual building immediately enters a defense state. Taking the successful first camp rush where the controlled virtual object is located as an example, in the defense state, the interaction score is continuously added to the first camp rush (defense camp), for example, the interaction score of one point is issued every one second (namely, the second target duration), until the defense time reaches 60 seconds (namely, the third target duration), the defense of the virtual building in the current round is successful, and the preparation stage of the next virtual building is entered.
7. The stage of destruction (destroying)
In the defense phase, taking the first battle to occupy the virtual building as an example, if only an enemy virtual object of the second battle exists in the collision detection range of the virtual building, the virtual building enters the state during the destruction, then the destruction progress bar of the second battle can be shown in the virtual scene, for example, the destruction progress bar prompts that "the virtual building is being destroyed", if the destruction progress value is increased by 10 points per second, when the destruction progress value reaches the destruction threshold value 100, it is determined that the second battle successfully destroys the virtual building, the virtual building enters the destroyed state (destroyed), and then the preparation phase of the next virtual building is entered.
In the defense phase, if only the controlled virtual object and the friend virtual object exist in the collision detection range of the virtual building and the destruction progress value of the second camp is not zero, the first camp can empty the destruction progress value of the second camp, and the interaction score is continuously added to the first camp in the state.
It should be noted that, in the defense process, the virtual objects (including the controlled virtual object and the friend virtual object) of the first battle cannot survive after being defeated, but can watch teammates, thereby optimizing the user experience, and if all teammates are defeated, the current viewing angle can be aligned to the virtual building, or an option for watching enemies is provided. Only after entering the preparation phase for the next virtual building can the defeated virtual object revive.
It can be seen that, under this logic, the virtual building disappearing is divided into three situations, one is that the virtual building is successfully defended by the defending square matrix for 60 seconds, at this time, the current virtual building disappears, the virtual building shifts to the preparation stage of the next virtual building, the virtual building is successfully destroyed by the attacking square matrix, at this time, the current virtual building disappears, the virtual building shifts to the preparation stage of the next virtual building, the other is that the virtual building is not successfully occupied by any one of the matrixes within the fourth target time length, at this time, the current virtual building disappears, the virtual building shifts to the preparation stage of the next virtual building, wherein the fourth target time length is called "virtual building timeout".
In the embodiment of the present application, a state transition logic of virtual building preemption in an exemplary scenario is provided, after a virtual building is randomly refreshed in a virtual scenario, the camping of both parties first needs to preempt the defense authority of the virtual building, only one party who succeeds in preemption can be used as the camping party (also called success in occupation), the party who fails in preemption automatically becomes the camping of an attacking party, the camping of the attacking party protects the virtual building from being destroyed within a third target duration, the interaction score issued by the system can be acquired every second target duration, the camping of the attacking party aims to destroy the virtual building as early as possible to prevent the camping of the defending party from acquiring the interaction score, in some embodiments, if the camping of the attacking party succeeds in destroying the virtual building, a certain interaction score can also be issued to the camping of the attacking party, of course, the interaction score can be not provided for the attack party camp, but only the interaction score accumulated by the zero clearing defense party camp in the virtual building contention, after the virtual building contention is finished in one round (or the defense is successful, or the destruction is successful, or the virtual building is overtime), the next round of virtual building contention is entered until the interaction score of any camp reaches the score threshold value, the camp is determined to reach the winning condition, and then all virtual objects of the camp are won. Through this neotype attack and defense mode based on virtual building, the interactive mode between the virtual object of having richened different battles greatly has optimized interactive effect, has promoted the interest of shooting type recreation, has improved human-computer interaction efficiency.
Fig. 10 is a schematic flowchart of a method for controlling a virtual object according to an embodiment of the present application, where the method includes the following steps, as shown in 1000:
step one, a player selects a virtual building contention mode on a terminal.
And step two, the terminal judges whether the preparation stage is finished, if the preparation stage is finished, the step three is executed, and if the preparation stage is not finished, the step one is returned.
And step three, displaying the virtual building by the terminal and displaying the guide information in the screen.
Fig. 11 is a schematic diagram of guidance information provided in an embodiment of the present application, please refer to fig. 11, after opening, the system starts to randomly generate a virtual building in the virtual scene 1100, and displays guidance information for the virtual building. Assuming that the controlled virtual object manipulated by the player is located at point P and the virtual building is located at point a, AP is a connection line between the controlled virtual object and the virtual building, PO is a plane where the controlled virtual object is located, and AO is perpendicular to the plane where PO is located, that is, point O is a projection point of the virtual building displayed on the screen, that is, point a is projected to a corresponding projection point on the plane where PO is located, and by acquiring a distance between point O and AP, the direction information and distance information where the virtual building is located can be displayed in the screen.
And step four, the terminal judges whether the locking time is finished, if the locking time is finished, the step five is executed, and if the locking time is not finished, the step three is returned.
And step five, the terminal enters a capturing stage (namely a preemptible stage) of the virtual building.
And step six, the terminal judges whether the virtual object of the party enters the virtual building, if the virtual object of the party enters the virtual building, the step seven is executed, and if the virtual object of the party does not enter the virtual building, the step five is returned.
Fig. 12 is a schematic diagram of a collision detection range according to an embodiment of the present application, please refer to fig. 12, where a collision box 1200 in a rectangular space is mounted on a three-dimensional model of a virtual building, and if there is an intersection between the collision box mounted on the virtual object of my party and the collision box 1200 mounted on the virtual building, it is determined that the virtual object of my party is detected to enter the virtual building.
And step seven, the terminal starts to hold the countdown (namely, obtains the stay time).
And step eight, the terminal judges whether the enemy virtual object enters the virtual building, if the enemy virtual object enters the virtual building, the step nine is executed, and if the enemy virtual object does not enter the virtual building, the step seven is returned.
And step nine, the terminal suspends the occupation countdown until the enemy virtual object entering the virtual building is defeated.
Step ten, the terminal judges whether the occupation is successful, if the occupation is successful, the step eleven is executed, and if the occupation is failed, the step nine is returned.
And step eleven, the terminal enters defense war.
Step twelve, the terminal judges whether the enemy virtual object enters the virtual building, if the enemy virtual object enters the virtual building, step thirteen is executed, and if the enemy virtual object does not enter the virtual building, the step eleven is returned.
And step thirteen, the terminal determines that the virtual building enters destruction countdown.
And step fourteen, the terminal judges whether all the enemy virtual objects are destroyed before the destruction countdown is finished, if all the enemy virtual objects are destroyed before the destruction countdown is finished, the step fifteen is executed, and if all the enemy virtual objects are not destroyed before the destruction countdown is finished, the step sixteen is executed.
And fifthly, the terminal continuously adds scores to the defense sector before the virtual building is destroyed.
Sixthly, the terminal determines that the virtual building is destroyed.
Seventhly, the terminal enters the next round of virtual building robbery till the score of one party reaches the winning condition.
In the embodiment of the application, the step flow of virtual building robbery war under an exemplary scene is provided, and through the novel attack and defense mode based on the virtual building, the interaction modes between the virtual objects of different camps are greatly enriched, the interaction effect is optimized, the interest of shooting games is improved, and the human-computer interaction efficiency is improved.
Fig. 13 is a schematic structural diagram of a control apparatus for a virtual object according to an embodiment of the present application, and as shown in fig. 13, the apparatus includes:
a display module 1301, configured to display a virtual building in a virtual scene, where the virtual building is in a occupiable state;
a control module 1302, configured to control a controlled virtual object to move to a collision detection range of the virtual building, where the controlled virtual object belongs to a first camp;
a configuration module 1303, configured to, in response to that there is no enemy virtual object in the collision detection range and that the staying time of the controlled virtual object in the collision detection range reaches a first target time length, set the virtual building to a state occupied by the first camp, where the enemy virtual object belongs to a second camp, and the first camp and the second camp are in an antagonistic relationship;
an increasing module 1304, configured to increase an interaction score for the first battle every second target duration until the occupied duration of the virtual building reaches a third target duration, or the virtual building is destroyed by the second battle.
The device provided by the embodiment of the application refreshes the virtual building in the occupiable state in the virtual scene, the virtual building is not occupied at the moment, the controlled virtual object is controlled to move towards the virtual building, if the controlled virtual object stays in the collision detection range of the virtual building for more than the first target duration and no hostile virtual object exists in the collision detection range, the fact that the virtual building is occupied by the first camp where the controlled virtual object is located is proved, the virtual building can be set to be in a state of being occupied by the first barrack, the interaction score is added for the first barrack, namely the first barrack is regarded as successfully capturing the defense authority of the virtual building, a novel attack and defense mode based on the virtual building is provided, therefore, the interaction mode of shooting games is enriched, the interaction effect is optimized, and the human-computer interaction efficiency is improved.
In one possible implementation, the configuration module 1303 is configured to:
acquiring the stay time of the controlled virtual object in the collision detection range;
in response to the stay time length reaching the first target time length, determining a formation to which at least one virtual object in the collision detection range belongs, wherein the at least one virtual object comprises the controlled virtual object;
and in response to the fact that the at least one virtual object belongs to the first battle, determining that no enemy virtual object exists in the collision detection range, and setting the virtual building to be in a state occupied by the first battle.
In one possible implementation, the control module 1302 is further configured to:
determining that an enemy virtual object exists in the collision detection range in response to the fact that the at least one virtual object does not belong to the same camp, and suspending timing of the stay time;
and controlling the controlled virtual object to interact with the enemy virtual object until the enemy virtual object is defeated, and starting timing the stay time.
In one possible implementation, the display module 1301 is further configured to:
and displaying a busy progress bar in the virtual scene, wherein the busy progress bar is used for indicating the proportion of the stay time length to the first target time length.
In one possible implementation, the display module 1301 is further configured to:
and responding to the fact that the virtual building is in the state of being occupied by the first operation for more than the fourth target duration, canceling to display the virtual building in the virtual scene, and displaying prompt information of the next virtual building.
In a possible embodiment, based on the apparatus composition of fig. 13, the apparatus further comprises:
the first determining module is used for responding to the fact that only the enemy virtual object exists in the collision detection range, and determining the destruction progress value of the enemy virtual object to the virtual building according to the stay time of the enemy virtual object in the collision detection range;
and the second determination module is used for responding to the fact that the destroy progress value reaches the destroy threshold value, and determining that the virtual building is destroyed by the second battle.
In a possible embodiment, based on the apparatus composition of fig. 13, the apparatus further comprises:
and the zero clearing module is used for responding to that the destroy progress value is smaller than the destroy threshold value and only a virtual object belonging to the first battle is present in the collision detection range, and clearing the destroy progress value.
In one possible implementation, the display module 1301 is configured to:
displaying a lock countdown of the virtual building in the virtual scene, the lock countdown being used to indicate a countdown for the virtual building to transition from the locked state to the occupiable state;
and setting the virtual building to the preemptible state in response to the lock countdown meeting a target condition.
In one possible implementation, the display module 1301 is further configured to:
and displaying prompt information of the virtual building in the virtual scene, wherein the prompt information is used for prompting that the virtual building is about to be displayed in the virtual scene.
In a possible embodiment, based on the apparatus composition of fig. 13, the apparatus further comprises:
the receiving module is used for responding to the failure of the controlled virtual object and receiving a view angle conversion instruction;
and the conversion module is used for converting the current visual angle to the visual angle of the target virtual object corresponding to the visual angle conversion instruction in the first marketing.
All the above optional technical solutions can be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
It should be noted that: the control device for a virtual object provided in the above embodiments is only exemplified by the division of the above functional modules when controlling a virtual object, and in practical applications, the above functions can be distributed by different functional modules as needed, that is, the internal structure of the electronic device can be divided into different functional modules to complete all or part of the above described functions. In addition, the control apparatus for a virtual object and the control method embodiment for a virtual object provided in the foregoing embodiments belong to the same concept, and specific implementation processes thereof are described in detail in the control method embodiment for a virtual object, and are not described herein again.
Fig. 14 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 14, taking an electronic device as an example for explanation, optionally, the device type of the terminal 1400 includes: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Terminal 1400 can also be referred to as user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other names.
In general, terminal 1400 includes: a processor 1401, and a memory 1402.
Optionally, processor 1401 includes one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. Alternatively, the processor 1401 is implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable Logic Array). In some embodiments, processor 1401 includes a main processor, which is a processor for Processing data in an awake state, also referred to as a Central Processing Unit (CPU), and a coprocessor; a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1401 is integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content that the display screen needs to display. In some embodiments, processor 1401 also includes an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
In some embodiments, memory 1402 includes one or more computer-readable storage media, which are optionally non-transitory. Optionally, memory 1402 also includes 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 1402 is used to store at least one program code for execution by processor 1401 to implement the control methods of virtual objects provided by the various embodiments herein.
In some embodiments, terminal 1400 may further optionally include: a peripheral device interface 1403 and at least one peripheral device. The processor 1401, the memory 1402, and the peripheral device interface 1403 can be connected by buses or signal lines. Each peripheral device can be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1404, a display 1405, a camera assembly 1406, audio circuitry 1407, a positioning assembly 1408, and a power supply 1409.
The peripheral device interface 1403 can be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, memory 1402, and peripheral interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1401, the memory 1402, and the peripheral device interface 1403 are implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1404 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1404 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1404 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. Optionally, the radio frequency circuit 1404 communicates with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: metropolitan area networks, various generation mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1404 further includes NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1405 is used to display a UI (User Interface). Optionally, the UI includes graphics, text, icons, video, and any combination thereof. When the display screen 1405 is a touch display screen, the display screen 1405 also has the ability to capture touch signals at or above the surface of the display screen 1405. The touch signal can be input to the processor 1401 as a control signal for processing. Optionally, the display 1405 is also used to provide virtual buttons and/or virtual keyboards, also known as soft buttons and/or soft keyboards. In some embodiments, display 1405 is one, providing the front panel of terminal 1400; in other embodiments, the display 1405 can be at least two, respectively disposed on different surfaces of the terminal 1400 or in a folded design; in still other embodiments, display 1405 is a flexible display disposed on a curved surface or on a folded surface of terminal 1400. Even alternatively, the display 1405 is provided in a non-rectangular irregular figure, that is, a shaped screen. Alternatively, the Display 1405 is made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1406 is used to capture images or video. Optionally, camera assembly 1406 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 1406 also includes a flash. Optionally, the flash is a monochrome temperature flash, or a bi-color temperature flash. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp and is used for light compensation under different color temperatures.
In some embodiments, the audio circuitry 1407 includes a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1401 for processing or inputting the electric signals to the radio frequency circuit 1404 to realize voice communication. For the purpose of stereo sound collection or noise reduction, a plurality of microphones are respectively disposed at different positions of the terminal 1400. Optionally, the microphone is an array microphone or an omni-directional pick-up microphone. The speaker is then used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. Alternatively, the speaker is a conventional membrane speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only the electric signal can be converted into a sound wave audible to human, but also the electric signal can be converted into a sound wave inaudible to human for use in distance measurement or the like. In some embodiments, the audio circuit 1407 also includes a headphone jack.
The positioning component 1408 serves to locate the current geographic position of the terminal 1400 for navigation or LBS (Location Based Service). Optionally, the Positioning component 1408 is a Positioning component based on the GPS (Global Positioning System) of the united states, the beidou System of china, the graves System of russia, or the galileo System of the european union.
Power supply 1409 is used to power the various components of terminal 1400. Optionally, the power source 1409 is alternating current, direct current, a disposable battery, or a rechargeable battery. When the power source 1409 comprises a rechargeable battery, the rechargeable battery supports either wired or wireless charging. The rechargeable battery is also used to support fast charge technology.
In some embodiments, terminal 1400 also includes one or more sensors 1410. The one or more sensors 1410 include, but are not limited to: acceleration sensor 1411, gyroscope sensor 1412, pressure sensor 1413, fingerprint sensor 1414, optical sensor 1415, and proximity sensor 1416.
In some embodiments, acceleration sensor 1411 detects acceleration magnitudes on three coordinate axes of a coordinate system established with terminal 1400. For example, the acceleration sensor 1411 is used to detect components of the gravitational acceleration in three coordinate axes. Alternatively, the processor 1401 controls the display 1405 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1411. The acceleration sensor 1411 is also used for acquisition of motion data of a game or a user.
In some embodiments, the gyro sensor 1412 detects a body direction and a rotation angle of the terminal 1400, and the gyro sensor 1412 and the acceleration sensor 1411 cooperate to acquire a 3D motion of the user on the terminal 1400. The processor 1401 realizes the following functions according to the data collected by the gyro sensor 1412: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Optionally, pressure sensors 1413 are disposed on the side frame of terminal 1400 and/or under display 1405. When the pressure sensor 1413 is disposed on the side frame of the terminal 1400, the user can detect the holding signal of the terminal 1400, and the processor 1401 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1413. When the pressure sensor 1413 is disposed at the lower layer of the display screen 1405, the processor 1401 controls the operability control on the UI interface according to the pressure operation of the user on the display screen 1405. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1414 is used for collecting a fingerprint of a user, and the processor 1401 identifies the user according to the fingerprint collected by the fingerprint sensor 1414, or the fingerprint sensor 1414 identifies the user according to the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, processor 1401 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. Optionally, fingerprint sensor 1414 is disposed on the front, back, or side of terminal 1400. When a physical button or vendor Logo is provided on terminal 1400, fingerprint sensor 1414 can be integrated with the physical button or vendor Logo.
The optical sensor 1415 is used to collect ambient light intensity. In one embodiment, processor 1401 controls the display brightness of display 1405 based on the ambient light intensity collected by optical sensor 1415. Specifically, when the ambient light intensity is high, the display luminance of the display screen 1405 is increased; when the ambient light intensity is low, the display brightness of the display screen 1405 is reduced. In another embodiment, the processor 1401 also dynamically adjusts the shooting parameters of the camera assembly 1406 based on the intensity of ambient light collected by the optical sensor 1415.
Proximity sensor 1416, also known as a distance sensor, is typically disposed on the front panel of terminal 1400. The proximity sensor 1416 is used to collect the distance between the user and the front surface of the terminal 1400. In one embodiment, when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually decreased, processor 1401 controls display 1405 to switch from a bright screen state to a dark screen state; when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually increasing, display 1405 is controlled by processor 1401 to switch from the sniff state to the brighten state.
Those skilled in the art will appreciate that the configuration shown in fig. 14 is not intended to be limiting with respect to terminal 1400 and can include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.
In an exemplary embodiment, there is also provided a computer-readable storage medium, such as a memory including at least one program code, which is executable by a processor in a terminal to perform the control method of a virtual object in the above embodiments. For example, the computer-readable storage medium includes a ROM (Read-Only Memory), a RAM (Random-Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, a computer program product or computer program is also provided, comprising one or more program codes, the one or more program codes being stored in a computer readable storage medium. One or more processors of the electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can execute to complete the control method of the virtual object in the above-described embodiments.
Those skilled in the art will appreciate that all or part of the steps for implementing the above embodiments can be implemented by hardware, or can be implemented by a program instructing relevant hardware, and optionally, the program is stored in a computer readable storage medium, and optionally, the above mentioned storage medium is a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (15)

1. A method for controlling a virtual object, the method comprising:
displaying a virtual building in a virtual scene, the virtual building being in a occupiable state;
controlling a controlled virtual object to move to a collision detection range of the virtual building, wherein the controlled virtual object belongs to a first formation;
in response to that no enemy virtual object exists in the collision detection range and the stay time of the controlled virtual object in the collision detection range reaches a first target time length, setting the virtual building to be in a state of being occupied by the first camp, wherein the enemy virtual object belongs to a second camp, and the first camp and the second camp are in a confronting relationship;
and increasing the interaction score for the first battle every second target duration until the occupied duration of the virtual building reaches a third target duration, or the virtual building is destroyed by the second battle.
2. The method of claim 1, wherein the placing the virtual building in a state occupied by the first battle in response to the absence of a hostile virtual object within the collision detection range and the controlled virtual object staying within the collision detection range for a first target length of time comprises:
acquiring the stay time of the controlled virtual object in the collision detection range;
in response to the stay time length reaching a first target time length, determining a formation to which at least one virtual object in the collision detection range belongs, wherein the at least one virtual object comprises the controlled virtual object;
and in response to the fact that the at least one virtual object belongs to the first battle, determining that no enemy virtual object exists in the collision detection range, and setting the virtual building to be in a state occupied by the first battle.
3. The method of claim 2, further comprising:
determining that an enemy virtual object exists in the collision detection range in response to the fact that the at least one virtual object does not belong to the same camp, and suspending timing of the stay time;
and controlling the controlled virtual object to interact with the enemy virtual object until the enemy virtual object is defeated, and starting timing of the stay time.
4. The method of claim 1, wherein prior to said placing said virtual building into a state occupied by said first camp, said method further comprises:
and displaying a busy progress bar in the virtual scene, wherein the busy progress bar is used for representing the proportion of the stay time length to the first target time length.
5. The method of claim 1, wherein after displaying the virtual building in the virtual scene, the method further comprises:
responding to the situation that the virtual building is in the state of being occupied by the first operation for more than the fourth target duration, canceling to display the virtual building in the virtual scene, and displaying prompt information of the next virtual building.
6. The method of claim 1, wherein prior to the virtual building being destroyed by the second battle, the method further comprises:
responding to the fact that only enemy virtual objects exist in the collision detection range, and determining the destruction progress value of the enemy virtual objects to the virtual building according to the stay time of the enemy virtual objects in the collision detection range;
determining that the virtual building is destroyed by the second array in response to the destruction progress value reaching a destruction threshold.
7. The method of claim 6, further comprising:
and responding to the fact that the destroy progress value is smaller than the destroy threshold value, and only the virtual object belonging to the first battle exists in the collision detection range, and resetting the destroy progress value.
8. The method of claim 1, wherein displaying the virtual building in the virtual scene comprises:
displaying a lock countdown of the virtual building in the virtual scene, the lock countdown to represent a countdown of the virtual building transitioning from the locked state to the occupiable state;
in response to the lock countdown meeting a target condition, placing the virtual building in the preemptible state.
9. The method of claim 1, wherein prior to displaying the virtual building in the virtual scene, the method further comprises:
and displaying prompt information of the virtual building in the virtual scene, wherein the prompt information is used for prompting that the virtual building is about to be displayed in the virtual scene.
10. The method of claim 1, further comprising:
receiving a perspective conversion instruction in response to the controlled virtual object being defeated;
and converting the current visual angle to the visual angle of the target virtual object corresponding to the visual angle conversion instruction in the first marketing.
11. An apparatus for controlling a virtual object, the apparatus comprising:
a display module for displaying a virtual building in a virtual scene, the virtual building being in a occupiable state;
the control module is used for controlling a controlled virtual object to move to the collision detection range of the virtual building, and the controlled virtual object belongs to a first camp;
a configuration module, configured to set the virtual building to a state occupied by the first camp in response to that there is no enemy virtual object in the collision detection range and a stay time of the controlled virtual object in the collision detection range reaches a first target time length, where the enemy virtual object belongs to a second camp, and the first camp and the second camp are in an antagonistic relationship;
and the increasing module is used for increasing the interaction score for the first marketing every second target time interval until the occupied time of the virtual building reaches a third target time interval, or the virtual building is destroyed by the second marketing.
12. The apparatus of claim 11, wherein the configuration module is configured to:
acquiring the stay time of the controlled virtual object in the collision detection range;
in response to the stay time length reaching a first target time length, determining a formation to which at least one virtual object in the collision detection range belongs, wherein the at least one virtual object comprises the controlled virtual object;
and in response to the fact that the at least one virtual object belongs to the first battle, determining that no enemy virtual object exists in the collision detection range, and setting the virtual building to be in a state occupied by the first battle.
13. The apparatus of claim 12, wherein the control module is further configured to:
determining that an enemy virtual object exists in the collision detection range in response to the fact that the at least one virtual object does not belong to the same camp, and suspending timing of the stay time;
and controlling the controlled virtual object to interact with the enemy virtual object until the enemy virtual object is defeated, and starting timing of the stay time.
14. An electronic device, comprising one or more processors and one or more memories having stored therein at least one program code, the at least one program code being loaded and executed by the one or more processors to implement a method of controlling a virtual object according to any one of claims 1 to 10.
15. A storage medium having stored therein at least one program code, which is loaded and executed by a processor to implement the method of controlling a virtual object according to any one of claims 1 to 10.
CN202010976376.1A 2020-09-16 2020-09-16 Virtual object control method and device, electronic equipment and storage medium Pending CN112076476A (en)

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Application publication date: 20201215