CN113426097A - Method and device for controlling virtual object in game, electronic equipment and storage medium - Google Patents

Method and device for controlling virtual object in game, electronic equipment and storage medium Download PDF

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Publication number
CN113426097A
CN113426097A CN202110834896.3A CN202110834896A CN113426097A CN 113426097 A CN113426097 A CN 113426097A CN 202110834896 A CN202110834896 A CN 202110834896A CN 113426097 A CN113426097 A CN 113426097A
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CN
China
Prior art keywords
virtual object
inclination
game
controlling
tilt
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202110834896.3A
Other languages
Chinese (zh)
Inventor
王泽�
胡志鹏
程龙
刘勇成
袁思思
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202110834896.3A priority Critical patent/CN113426097A/en
Publication of CN113426097A publication Critical patent/CN113426097A/en
Pending legal-status Critical Current

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes

Abstract

The application provides a method and a device for controlling a virtual object in a game, an electronic device and a computer readable storage medium, wherein the method comprises the following steps: monitoring a tilt signal of the mouse; when the inclination signal is monitored, determining the moving direction of the virtual object according to the inclination direction in the inclination signal; and controlling the virtual object to move towards the moving direction in a game scene. According to the technical scheme, the problem that the virtual object cannot be conveniently and fast controlled to move when the player releases the skill due to the fact that the release skill and the control object move under the control of the keys of the keyboard can be avoided, operation convenience is greatly improved, and game experience is prevented from being influenced due to operation difficulty.

Description

Method and device for controlling virtual object in game, 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 in a game, an electronic device, and a computer-readable storage medium.
Background
The tactical sports shooting game is generally controlled by a player to move a virtual object through keys on a keyboard, and the visual angle of the virtual object is controlled through a mouse to aim at a target. The virtual object can be a person, an attacking carrier (such as an airplane, a tank) and the like. In addition, the player can control the virtual object to release skills through keys on the keyboard. Illustratively, the player controls the virtual object to move in the directions of "front", "left", "back" and "right" through the keys "W", "a", "S" and "D" on the keyboard, and the skills are released through the keys "Q" and "E" on the keyboard. However, when the player manipulates the keys with the left hand to release the skill, it is difficult to manipulate the keys with the left hand to control the movement of the virtual object at the same time.
Disclosure of Invention
An object of the embodiment of the present application is to provide a method and an apparatus for controlling a virtual object in a game, an electronic device, and a computer-readable storage medium, which are used for controlling the virtual object to move in a game scene.
In one aspect, the present application provides a method for controlling a virtual object in a game, including:
monitoring a tilt signal of the mouse;
when the inclination signal is monitored, determining the moving direction of the virtual object according to the inclination direction in the inclination signal;
and controlling the virtual object to move towards the moving direction in a game scene.
In one embodiment, the mouse includes a tilt sensor;
the monitoring of the tilt signal of the mouse comprises the following steps:
and monitoring a tilt signal generated by a tilt sensor of the mouse in real time.
In an embodiment, the tilting direction comprises a left direction and a right direction, and the moving direction comprises a first moving direction corresponding to the left direction and a second moving direction corresponding to the right direction;
the determining the moving direction of the virtual object according to the inclination direction in the inclination signal comprises:
if the inclination direction is the left direction, determining that the moving direction of the virtual object is the first moving direction;
and if the inclined direction is the right direction, determining that the moving direction of the virtual object is the second moving direction.
In one embodiment, the controlling the virtual object to move to the moving direction in the game scene includes:
determining the moving speed of the virtual object in the game scene according to the inclination signal;
and controlling the virtual object to move towards the moving direction at the moving speed in the game scene.
In one embodiment, the tilt signal includes a tilt angle;
the determining the moving speed of the virtual object in the game scene according to the inclination signal comprises the following steps:
and converting according to the inclination angle to obtain the moving speed of the virtual object in the game scene.
In an embodiment, the tilt angle is positively correlated to the moving speed, the method further comprising:
and when the inclination angle is increased, converting the increased moving speed according to the inclination angle.
In one embodiment, the controlling the virtual object to move to the moving direction in the game scene includes:
determining the moving speed of the virtual object according to the game scene;
and controlling the virtual object to move towards the moving direction at the moving speed in the game scene.
On the other hand, the present application also provides a device for controlling a virtual object in a game, comprising:
the monitoring module is used for monitoring a tilt signal of the mouse;
the determining module is used for determining the moving direction of the virtual object according to the inclination direction in the inclination signal when the inclination signal is monitored;
and the control module is used for controlling the virtual object to move towards the moving direction in the game scene.
Further, the present application also provides an electronic device, including:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the method of controlling the virtual object in the game.
In addition, the application also provides a computer readable storage medium, wherein the storage medium stores a computer program, and the computer program can be executed by a processor to complete the control method of the virtual object in the game.
According to the scheme, the movement instruction for the virtual object is determined by monitoring the tilt signal of the mouse, and the virtual object can be controlled to move towards the movement direction in the game scene after the movement direction is determined according to the tilt direction in the tilt signal; the scheme can avoid the problem that the player can not conveniently control the virtual object to move when releasing the skill because the releasing skill and the control object move by the control of the keys of the keyboard, greatly improves the operation convenience, and avoids influencing the game experience because of the operation difficulty.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments of the present application will be briefly described below.
Fig. 1 is a schematic structural diagram of an electronic device according to an embodiment of the present application;
FIG. 2 is a flowchart illustrating a method for controlling a virtual object in a game according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram illustrating control of a virtual object when a mouse is tilted according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram illustrating control of a virtual object during tilting of a mouse according to another embodiment of the present application;
fig. 5 is a block diagram of a control device for a virtual object in a game according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
Like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. Meanwhile, in the description of the present application, the terms "first", "second", and the like are used only for distinguishing the description, and are not to be construed as indicating or implying relative importance.
As shown in fig. 1, the present embodiment provides an electronic apparatus 1 including: at least one processor 11 and a memory 12, one processor 11 being exemplified in fig. 2. The processor 11 and the memory 12 are connected by a bus 10, and the memory 12 stores instructions executable by the processor 11, and the instructions are executed by the processor 11, so that the electronic device 1 can execute all or part of the flow of the method in the embodiments described below. In an embodiment, the electronic device 1 may be a host, a tablet computer, a mobile phone, or other user terminal running a game, and is configured to execute a method for controlling a virtual object in the game.
The Memory 12 may be implemented by any type of volatile or non-volatile Memory device or combination thereof, such as Static Random Access Memory (SRAM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Erasable Programmable Read-Only Memory (EPROM), Programmable Read-Only Memory (PROM), Read-Only Memory (ROM), magnetic Memory, flash Memory, magnetic disk or optical disk.
The present application also provides a computer-readable storage medium storing a computer program executable by the processor 11 to perform the method for controlling a virtual object in a game provided by the present application.
Referring to fig. 2, a flowchart of a method for controlling a virtual object in a game according to an embodiment of the present application is shown, and as shown in fig. 2, the method may include the following steps 210 to 230.
Step 210: and monitoring a tilt signal of the mouse.
Wherein the tilt signal is used to indicate that the mouse is tilted. The mouse tilt may be a left tilt and a right tilt in consideration of the reasonableness of human-computer interaction. The user can lift the right side of the mouse, so that the mouse tilts left; the left side of the mouse can be lifted so that the mouse tilts to the right.
In one embodiment, the optical mouse has a light emitting diode inside, which can emit light to illuminate the bottom surface of the mouse. After being reflected by the bottom surface of the mouse, a part of light is transmitted to an optical sensor inside the optical mouse through an optical lens. Thus, the optical sensor can determine the projected shape of the reflected light. When the mouse inclines, the projection shape of the reflected light changes, and the optical sensor can determine the mouse inclination according to the deformed projection and generate a corresponding inclination signal.
In the process of running the game, the user terminal monitors the mouse, so that the tilt signal generated by the tilt of the mouse can be received in time.
Step 220: when the tilt signal is monitored, the moving direction of the virtual object is determined according to the tilt direction in the tilt signal.
The moving direction of the virtual object is the direction in which the virtual object moves in the game scene. For example, the virtual object is a human, and the moving direction may be a front, rear, left, right, up, down, and the like moving direction in the flat ground of the ginseng competition; the virtual object is an airplane, and the moving direction can be the moving direction of front, back, left, right, up, down and the like in the air.
After monitoring the tilt signal, the user terminal can analyze the tilt direction from the tilt signal and determine the moving direction corresponding to the tilt direction.
Step 230: the virtual object is controlled to move in the moving direction in the game scene.
After determining the moving direction, the user terminal may control the virtual object to move to the moving direction in the game scene.
By the measures, in the game process, when the user terminal receives the instruction of releasing the skill generated by the keyboard, the user terminal can simultaneously receive the inclination signal from the mouse, so that the virtual object is controlled to move; when a player operates the keyboard with one hand to release skills, the virtual object can be controlled to move by inclining the mouse with the other hand, and operation convenience is greatly improved.
In one embodiment, a mouse that interfaces with a user terminal includes a tilt sensor. The tilt sensor may be a gyroscope, a tilt sensor, or the like, which may indicate tilt.
When monitoring the tilt signal of the mouse, the user terminal can monitor the tilt sensor of the mouse in real time, thereby monitoring the tilt signal generated by the tilt sensor in real time.
Because the tilt sensor can more accurately detect the tilt condition of the mouse, the virtual object can be more accurately controlled to move in real time by monitoring the tilt signal of the tilt sensor in real time.
In one embodiment, the moving direction includes a first moving direction corresponding to a left direction in the tilting direction, and a second moving direction corresponding to a right direction in the tilting direction. The first and second directions of movement may be different or even opposite. The first moving direction and the second moving direction can be configured in advance or can be set by a player in a self-defining mode. Illustratively, in a game scenario where a large amount of lateral movement of the virtual object is required, the first direction of movement is left and the second direction of movement is right. In a game scenario where a large amount of longitudinal movement of the virtual object is required, the first direction of movement is upward and the second direction of movement is downward.
When the user terminal determines the moving direction of the virtual object according to the inclination direction in the inclination signal, if the inclination direction is the left direction, the moving direction is determined to be the first moving direction; and if the inclination direction is the right direction, determining that the moving direction is the second moving direction.
Referring to fig. 3, which is a schematic diagram illustrating control of a virtual object when a mouse is tilted according to an embodiment of the present disclosure, an upper portion of fig. 3 is a tilting state of the mouse, and at this time, it can be known from a perspective right in front of the mouse that the mouse is in a left-tilting state. In the lower part of fig. 3, a graphical user interface is shown, and the first moving direction corresponding to the left direction of the tilting direction is the left direction. When the mouse tilts to the left, the user terminal controls the virtual object in the game scene to move towards the left.
In one embodiment, when the user terminal controls the virtual object to move in the moving direction in the game scene, the moving speed of the virtual object in the game scene can be determined according to the tilt signal. After determining the moving speed, the user terminal may control the virtual object to move in the moving direction at the moving speed in the game scene.
In one embodiment, the tilt signal includes a tilt angle, which may be a tilt angle of the mouse in a tilt direction.
When the moving speed is determined according to the inclination signal, the user terminal can perform conversion according to the inclination angle to obtain the moving speed of the virtual object in the game scene. The conversion relationship between the inclination angle and the moving speed may be configured in advance.
After determining the moving speed corresponding to the tilt angle, the user terminal may control the virtual object to move in the moving direction at the moving speed in the game scene.
For example, the tilt angle may be divided into several angle levels, for example, a first level of 0 to 30 degrees, a second level of 30 to 60 degrees, and a third level of 60 to 80 degrees; accordingly, the moving speed corresponding to each angle level is set. The user terminal can judge the angle grade of the inclination angle, determine the moving speed corresponding to the angle grade and control the virtual object to move at the moving speed.
For example, an upper limit value of the inclination angle (e.g., 70 degrees) and an upper limit value of the moving speed may be set, and it is determined that the inclination angle 0 degree to the upper limit value and the moving speed 0 to the upper limit value may be scaled in equal proportion. The user terminal can convert the inclination angle into corresponding moving speed in an equal ratio mode, and the virtual object can be controlled to move at the speed. Here, after the tilt angle of the mouse exceeds the upper limit value, the user terminal may move the virtual object at the upper limit value of the moving speed.
In one embodiment, the inclination angle is in positive correlation with the moving speed, in other words, the larger the inclination angle is, the larger the moving speed is.
When the inclination angle of the user terminal is increased in the process of controlling the virtual object to move, the user terminal can convert the increased moving speed according to the inclination angle. In the process of increasing the inclination angle, the user terminal may control the virtual object to move at a gradually increasing moving speed.
Referring to fig. 4, which is a schematic diagram illustrating a virtual object control during a mouse tilt according to another embodiment of the present disclosure, a tilt state of the mouse is shown above fig. 4, and it can be known from a perspective directly in front of the mouse that the mouse is in a left-tilted state, and a tilt degree of the mouse is gradually increased. In fig. 4, a graphical user interface is shown below, and the first moving direction corresponding to the left direction of the tilting direction is the left direction. In the process that the mouse is tilted to the left and the degree of the tilt is increased, the user terminal may control the virtual object to move according to the gradually increasing moving speed.
Through the measures, the player can conveniently adjust the moving speed when controlling the movement of the virtual object, so that better game experience is obtained.
In one embodiment, when the user terminal controls the virtual object to move in the moving direction in the game scene, the moving speed of the virtual object may be determined according to the game scene. Wherein, each game scene can be respectively pre-configured with different moving speeds, so that the virtual object can move in the game scene with a proper moving speed.
For example, if the game scene includes a desert, a highway, and an ice surface, the corresponding moving speed may be gradually increased, and in this case, when the user terminal controls the virtual object to move in response to the tilt signal, the user terminal may move at a speed according with the scene environment condition in different game scenes, thereby providing a better game experience.
Illustratively, the game scene comprises flat ground, high platform and branches, and the corresponding moving speed can be gradually reduced. In this case, since the activity ranges of the game scenes are different, when the user terminal controls the virtual object to move in response to the tilt signal, the user terminal selects a proper moving speed to control the virtual object to move, so that the virtual object can present a more reasonable moving effect, and better game experience is provided.
Fig. 5 is a control device for a virtual object in a game according to an embodiment of the present invention, and as shown in fig. 5, the device may include:
a monitoring module 510, configured to monitor a tilt signal of the mouse;
a determining module 520, configured to determine, when the tilt signal is monitored, a moving direction of the virtual object according to a tilt direction in the tilt signal;
a control module 530, configured to control the virtual object to move in the moving direction in the game scene.
In one embodiment, the mouse includes a tilt sensor; the listening module 510 is further configured to:
and monitoring a tilt signal generated by a tilt sensor of the mouse in real time.
In an embodiment, the tilting direction comprises a left direction and a right direction, and the moving direction comprises a first moving direction corresponding to the left direction and a second moving direction corresponding to the right direction; a determining module 520, further configured to:
if the inclination direction is the left direction, determining that the moving direction of the virtual object is the first moving direction;
and if the inclined direction is the right direction, determining that the moving direction of the virtual object is the second moving direction.
In an embodiment, the control module 530 is further configured to:
determining the moving speed of the virtual object in the game scene according to the inclination signal;
and controlling the virtual object to move towards the moving direction at the moving speed in the game scene.
In one embodiment, the tilt signal includes a tilt angle; a control module 530 further configured to:
and converting according to the inclination angle to obtain the moving speed of the virtual object in the game scene.
In one embodiment, the inclination angle is positively correlated with the moving speed; a control module 530 further configured to:
and when the inclination angle is increased, converting the increased moving speed according to the inclination angle.
In an embodiment, the control module 530 is further configured to:
determining the moving speed of the virtual object according to the game scene;
and controlling the virtual object to move towards the moving direction at the moving speed in the game scene.
The implementation process of the functions and actions of each module in the device is specifically described in the implementation process of the corresponding step in the control method of the virtual object in the game, and is not described herein again.
In the embodiments provided in the present application, the disclosed apparatus and method can be implemented in other ways. The apparatus embodiments described above are merely illustrative, and for example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

Claims (10)

1. A method for controlling a virtual object in a game, comprising:
monitoring a tilt signal of the mouse;
when the inclination signal is monitored, determining the moving direction of the virtual object according to the inclination direction in the inclination signal;
and controlling the virtual object to move towards the moving direction in a game scene.
2. The method of claim 1, wherein the mouse comprises a tilt sensor;
the monitoring of the tilt signal of the mouse comprises the following steps:
and monitoring a tilt signal generated by a tilt sensor of the mouse in real time.
3. The method of claim 1, wherein the oblique directions comprise a left direction and a right direction, and the movement directions comprise a first movement direction corresponding to the left direction and a second movement direction corresponding to the right direction;
the determining the moving direction of the virtual object according to the inclination direction in the inclination signal comprises:
if the inclination direction is the left direction, determining that the moving direction of the virtual object is the first moving direction;
and if the inclined direction is the right direction, determining that the moving direction of the virtual object is the second moving direction.
4. The method of claim 1, wherein the controlling the virtual object to move in the direction of movement in a game scene comprises:
determining the moving speed of the virtual object in the game scene according to the inclination signal;
and controlling the virtual object to move towards the moving direction at the moving speed in the game scene.
5. The method of claim 4, wherein the tilt signal comprises a tilt angle;
the determining the moving speed of the virtual object in the game scene according to the inclination signal comprises the following steps:
and converting according to the inclination angle to obtain the moving speed of the virtual object in the game scene.
6. The method of claim 5, wherein the tilt angle is positively correlated with the speed of movement, the method further comprising:
and when the inclination angle is increased, converting the increased moving speed according to the inclination angle.
7. The method of claim 1, wherein the controlling the virtual object to move in the direction of movement in a game scene comprises:
determining the moving speed of the virtual object according to the game scene;
and controlling the virtual object to move towards the moving direction at the moving speed in the game scene.
8. An apparatus for controlling a virtual object in a game, comprising:
the monitoring module is used for monitoring a tilt signal of the mouse;
the determining module is used for determining the moving direction of the virtual object according to the inclination direction in the inclination signal when the inclination signal is monitored;
and the control module is used for controlling the virtual object to move towards the moving direction in the game scene.
9. An electronic device, characterized in that the electronic device comprises:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the method of controlling a virtual object in a game of any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that the storage medium stores a computer program executable by a processor to perform the method of controlling a virtual object in a game according to any one of claims 1 to 7.
CN202110834896.3A 2021-07-22 2021-07-22 Method and device for controlling virtual object in game, electronic equipment and storage medium Pending CN113426097A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110834896.3A CN113426097A (en) 2021-07-22 2021-07-22 Method and device for controlling virtual object in game, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110834896.3A CN113426097A (en) 2021-07-22 2021-07-22 Method and device for controlling virtual object in game, electronic equipment and storage medium

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Publication Number Publication Date
CN113426097A true CN113426097A (en) 2021-09-24

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Application Number Title Priority Date Filing Date
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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101398719A (en) * 2007-09-25 2009-04-01 昆盈企业股份有限公司 Method for obtaining displacement or coordinate signal of air mouse
CN102566781A (en) * 2010-12-08 2012-07-11 合发微系统科技股份有限公司 Device and method for controlling motion of target objects
CN105959759A (en) * 2016-04-21 2016-09-21 北京小米移动软件有限公司 Method and device for controlling smart device
CN111324224A (en) * 2020-04-01 2020-06-23 国微集团(深圳)有限公司 Mouse based on pressure induction and control method thereof
US20200330868A1 (en) * 2018-05-18 2020-10-22 Tencent Technology (Shenzhen) Company Limited Interface display method and apparatus, electronic device, and computer-readable storage medium

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN101398719A (en) * 2007-09-25 2009-04-01 昆盈企业股份有限公司 Method for obtaining displacement or coordinate signal of air mouse
CN102566781A (en) * 2010-12-08 2012-07-11 合发微系统科技股份有限公司 Device and method for controlling motion of target objects
CN105959759A (en) * 2016-04-21 2016-09-21 北京小米移动软件有限公司 Method and device for controlling smart device
US20200330868A1 (en) * 2018-05-18 2020-10-22 Tencent Technology (Shenzhen) Company Limited Interface display method and apparatus, electronic device, and computer-readable storage medium
CN111324224A (en) * 2020-04-01 2020-06-23 国微集团(深圳)有限公司 Mouse based on pressure induction and control method thereof

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