CN113769406B - Virtual character control method and device, storage medium and electronic device - Google Patents

Virtual character control method and device, storage medium and electronic device Download PDF

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Publication number
CN113769406B
CN113769406B CN202111101619.8A CN202111101619A CN113769406B CN 113769406 B CN113769406 B CN 113769406B CN 202111101619 A CN202111101619 A CN 202111101619A CN 113769406 B CN113769406 B CN 113769406B
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virtual character
sub
environmental
environmental element
environment
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CN113769406A (en
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谷旻宇
王钰淞
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Beijing Bingfeng Mutual Entertainment Technology Co ltd
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Beijing Bingfeng Mutual Entertainment Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • 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
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention provides a control method and device of virtual roles, a storage medium and an electronic device, wherein the method comprises the following steps: detecting a first light skill initiated by a first virtual character on a first environmental element of the game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene; calculating a first location parameter between the first environmental element and the second environmental element; if the first position parameter meets a first preset condition, moving the first virtual character from the first environment element to the second environment element, and switching the game mode of the first virtual character into a fight light-power mode, wherein the fight light-power mode is used for realizing that the first virtual character releases fight skills simultaneously in the flight process. The invention solves the technical problem that the virtual character in the related technology can not release the fight skills in the flight process, and improves the control flexibility of the virtual character and the playability of the game.

Description

Virtual character control method and device, storage medium and electronic device
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and apparatus for controlling a virtual character, a storage medium, and an electronic apparatus.
Background
In the related art, in a massively multi-player online role playing (MMORPG, massive Multiplayer Online Role-PLAYING GAME) game scene or a scene of a fight class in the current market, a virtual character may fly in the scene or change perch topography.
In the related art, light work is common in games, but skills cannot be applied in the light work process. In some flight games, a player character usually triggers skills, the skills are mounted on a carrier, then the player character and the carrier fly in the air, in the flight process, only the flight direction can be controlled, and the player character can not do other actions any more, and cannot complete and refine operations. In the prior art, the flying can only be in the air, during which time the player character can not do other actions, the control granularity of the virtual character in the flying process is low, the picture is simple, and the game playing method is limited.
In view of the above problems in the related art, no effective solution has been found yet.
Disclosure of Invention
The embodiment of the invention provides a virtual character control method and device, a storage medium and an electronic device.
According to an embodiment of the present invention, there is provided a control method of a virtual character, including: detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene; calculating a first location parameter between the first environmental element and the second environmental element; and if the first position parameter meets a first preset condition, moving the first virtual character from the first environment element to the second environment element, and switching the game mode of the first virtual character into a fight light power mode, wherein the fight light power mode is used for realizing that the first virtual character simultaneously releases fight skills in the flight process.
Optionally, the first location parameter includes a distance and an included angle, and calculating the location parameter between the first environmental element and the second environmental element includes: and calculating the minimum distance between the first environment element and the second environment element, and calculating the included angle between the surface of the first environment element and the surface of the second environment element.
Optionally, moving the first virtual character from the first environmental element to the second environmental element includes: locating a start point location of the first light skill on the first environmental element and locating a drop point location of the first light skill on the second environmental element; generating a parabolic track from the start point position to the drop point position; configuring a motion parameter of the first virtual character based on the parabolic trajectory, wherein the motion parameter comprises acceleration; and driving the first virtual character to fly from the starting point position to the falling point position along the parabolic track by adopting the motion parameters.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: detecting an attack instruction sent by the first virtual character on the second environment element aiming at a second virtual character; and after the first virtual character is controlled to move a preset distance towards the direction of the second virtual character, executing the attack instruction.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: detecting a second light skill initiated by the first virtual character on a first sub-element of the second environmental element toward a second sub-element, wherein the first sub-element intersects the second sub-element in the game scene, the second environmental element comprising the first sub-element and the second sub-element; calculating a second position parameter between the first sub-element and the second sub-element; if the second position parameter meets a second preset condition, playing a preset turning animation in the game scene; and after the preset turning animation is played, displaying the first virtual keratin on the second sub-element.
Optionally, before calculating the second position parameter between the first sub-element and the second sub-element, the method further comprises: judging whether an obstacle exists between the first subelement and the second subelement; if an intermediate barrier exists between the first sub-element and the second sub-element, determining that the second light skill is invalid or moving the first virtual character to the edge of the intermediate barrier; and if no obstacle exists between the first sub-element and the second sub-element, determining and calculating a second position parameter between the first sub-element and the second sub-element.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method includes: switching a skill list of the first virtual character from a first skill set to a second skill set, wherein the first skill set is a skill set used by the first virtual character on the first environment element, and the second skill set is a skill set used by the first virtual character on the second environment element; detecting a target combat skill selected by the first virtual character in the second skill set while the first virtual character is flying over the second environmental element; releasing the target combat skills on the second environmental element.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: acquiring the orientation direction of the first virtual character; if the orientation direction points to the first environment element, controlling a virtual camera to move to a first position between the first virtual character and the first environment element; and if the orientation direction points to the second environment element, controlling the virtual camera to move to a second position between the first virtual character and the second environment element.
Optionally, after moving the first virtual character from the first environmental element to the second environmental element, the method further comprises: and switching a world coordinate system of the first virtual character in the game scene from a first coordinate system to a second coordinate system, wherein the first coordinate system comprises an X axis and a Y axis, and the second coordinate system comprises the X axis and the Z axis.
According to another embodiment of the present invention, there is provided a control apparatus for a virtual character, including: a first detection module for detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene; a first calculation module for calculating a first location parameter between the first environmental element and the second environmental element; and the first control module is used for moving the first virtual character from the first environment element to the second environment element and switching the game mode of the first virtual character into a combat light power mode if the first position parameter meets a first preset condition, wherein the combat light power mode is used for realizing that the first virtual character simultaneously releases combat skills in the flight process.
Optionally, the first position parameter includes a distance and an included angle, and the first calculating module includes: and the calculating unit is used for calculating the minimum distance from the first environmental element to the second environmental element and calculating the included angle between the surface of the first environmental element and the surface of the second environmental element.
Optionally, the first control module includes: a positioning unit for positioning a start point position of the first light skill on the first environmental element and a drop point position of the first light skill on the second environmental element; a generating unit for generating a parabolic track from the start point position to the drop point position; a configuration unit configured to configure a motion parameter of the first virtual character based on the parabolic trajectory, wherein the motion parameter includes acceleration; and the driving unit is used for driving the first virtual character to fly from the starting point position to the falling point position along the parabolic track by adopting the motion parameters.
Optionally, the apparatus further includes: the first detection module is used for detecting an attack instruction sent by the first virtual character on the second environment element for the second virtual character after the first control module switches the game mode of the first virtual character into a combat light power mode; and the execution module is used for executing the attack instruction after the first virtual character is controlled to move a preset distance towards the direction of the second virtual character.
Optionally, the apparatus further includes: a second detection module, configured to detect, after the first control module switches a game mode of the first virtual character to a combat light-power mode, a second light-power skill initiated by the first virtual character on a first sub-element of the second environmental element toward a second sub-element, where the first sub-element and the second sub-element intersect in the game scene, and the second environmental element includes the first sub-element and the second sub-element; a second calculation module, configured to calculate a second location parameter between the first subelement and the second subelement; the playing module is used for playing a preset turning animation in the game scene if the second position parameter meets a second preset condition; and the display module is used for displaying the first virtual keratin on the second sub-element after the preset turning animation is played.
Optionally, the apparatus further includes: the judging module is used for judging whether an obstacle exists between the first sub-element and the second sub-element before the second calculating module calculates the second position parameter between the first sub-element and the second sub-element; a determining module, configured to determine that the second light skill is invalid or move the first virtual character to the edge of the intermediate obstacle if the intermediate obstacle exists between the first sub-element and the second sub-element; and if no obstacle exists between the first sub-element and the second sub-element, determining and calculating a second position parameter between the first sub-element and the second sub-element.
Optionally, the apparatus further includes: a switching module, configured to switch, after the first control module switches the game mode of the first virtual character to a combat light-power mode, a skill list of the first virtual character from a first skill set to a second skill set, where the first skill set is a skill set used by the first virtual character on the first environmental element, and the second skill set is a skill set used by the first virtual character on the second environmental element; a third detection module configured to detect a target combat skill selected by the first virtual character in the second skill set when the first virtual character flies over the second environmental element; and a release module for releasing the target combat skills on the second environmental element.
Optionally, the apparatus further includes: the acquisition module is used for acquiring the orientation of the first virtual character after the first control module switches the game mode of the first virtual character into a combat light power mode; the second control module is used for controlling the virtual camera to move to a first position between the first virtual character and the first environment element if the orientation points to the first environment element; and if the orientation direction points to the second environment element, controlling the virtual camera to move to a second position between the first virtual character and the second environment element.
Optionally, the apparatus further includes: and the switching module is used for switching a world coordinate system of the first virtual character in the game scene from a first coordinate system to a second coordinate system after the first control module moves the first virtual character from the first environment element to the second environment element, wherein the first coordinate system comprises an X axis and a Y axis, and the second coordinate system comprises an X axis and a Z axis.
According to a further embodiment of the invention, there is also provided a storage medium having stored therein a computer program, wherein the computer program is arranged to perform the steps of any of the method embodiments described above when run.
According to a further embodiment of the invention, there is also provided an electronic device comprising a memory having stored therein a computer program and a processor arranged to run the computer program to perform the steps of any of the method embodiments described above.
According to the method and the device, a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element is detected, wherein the first environmental element and the second environmental element vertically intersect in the game scene; calculating a first location parameter between the first environmental element and the second environmental element; if the first position parameter meets a first preset condition, moving the first virtual character from the first environment element to the second environment element, and switching the game mode of the first virtual character into a fight light-power mode, wherein the fight light-power mode is used for realizing that the first virtual character simultaneously releases fight skills in the flying process, and by introducing the fight light-power mode, the virtual character can release skills and randomly move in the flying process, so that the technical problem that the virtual character in the related technology cannot release fight skills in the flying process is solved, and the control flexibility of the virtual character and the game playability are improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this specification, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute a limitation on the application. In the drawings:
fig. 1 is a block diagram of a hardware configuration of a control computer of a virtual character according to an embodiment of the present invention;
fig. 2 is a flowchart illustrating a method for controlling a virtual character according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a parabolic trajectory generated by an embodiment of the present invention;
FIG. 4 is a schematic diagram of controlling a virtual camera in accordance with an embodiment of the present invention;
Fig. 5 is a block diagram of a control apparatus of a virtual character according to an embodiment of the present invention;
fig. 6 is a block diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
In order that those skilled in the art will better understand the present application, a technical solution in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present application without making any inventive effort, shall fall within the scope of the present application. It should be noted that, without conflict, the embodiments of the present application and features of the embodiments may be combined with each other.
It should be noted that the terms "first," "second," and the like in the description and the claims of the present application and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the application described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
The method according to the first embodiment of the present application may be implemented in a mobile phone, a tablet, a server, a computer, or a similar electronic terminal. Taking a computer as an example, fig. 1 is a block diagram of a hardware configuration of a virtual character control computer according to an embodiment of the present application. As shown in fig. 1, the computer may include one or more processors 102 (only one is shown in fig. 1) (the processor 102 may include, but is not limited to, a microprocessor MCU or a processing device such as a programmable logic device FPGA) and a memory 104 for storing data, and optionally, a transmission device 106 for communication functions and an input-output device 108. It will be appreciated by those of ordinary skill in the art that the configuration shown in FIG. 1 is merely illustrative and is not intended to limit the configuration of the computer described above. For example, the computer may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store a computer program, for example, a software program of application software and a module, such as a computer program corresponding to a virtual character control method in an embodiment of the present invention, and the processor 102 executes the computer program stored in the memory 104 to perform various functional applications and data processing, that is, implement the above-mentioned method. Memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 104 may further include memory located remotely from processor 102, which may be connected to the computer via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. In this embodiment, the processor 104 is configured to control the target virtual character to perform a specified operation to complete the game task in response to the man-machine interaction instruction and the game policy. The memory 104 is used to store program scripts for the electronic game, configuration information, attribute information for the virtual character, and the like.
The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communications provider of a computer. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, simply referred to as a NIC) that can connect to other network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is configured to communicate with the internet wirelessly.
Optionally, the input/output device 108 further includes a man-machine interaction screen, configured to obtain a man-machine interaction instruction through a man-machine interaction interface, and further configured to present a picture in the virtual scene;
In this embodiment, a method for controlling a virtual character is provided, and fig. 2 is a schematic flow chart of a method for controlling a virtual character according to an embodiment of the present invention, as shown in fig. 2, where the flow chart includes the following steps:
step S202, detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene;
Optionally, the virtual scene applied in this embodiment may be a virtual game scene, a virtual teaching scene, a virtual demonstration scene, or the like, where a plurality of virtual characters (e.g., a first virtual character, a second virtual character, etc. in this embodiment) are included in the virtual scene, and the virtual characters may be controlled by a user operation or a system AI, and move in the virtual scene such as the game scene, where the virtual characters may be controlled by a user, e.g., PCC (Player-Controlled Character, player character or Player control character) in a virtual game controlled by a master Player. In this embodiment, a virtual scene is taken as an example of a game scene.
In this embodiment, the game scene includes a plurality of environmental elements, such as ground, wall, vegetation, water system, etc., where the plurality of environmental elements form a complex game scene ecology, some of the environmental elements extend in the horizontal plane of the game world, some of the environmental elements extend in the vertical direction, and the plurality of environmental elements intersect vertically in the game scene, such as the wall is perpendicular to the ground.
When the first virtual character moves on the flat ground, if the first light skill is triggered, firstly calculating the distance and angle between a climbing object (such as a wall, a house, a tree and other second environment elements) and the first virtual character, judging whether the conditions for executing the light skill are met, if so, moving the first virtual character onto the climbing object based on the direction and angle of the light skill flight, if not, not allowing climbing, automatically converting into a flat ground jumping action or in-situ immobility, and failing to release the first light skill.
Step S204, calculating a first position parameter between the first environment element and the second environment element;
Optionally, the first location parameter is used to characterize a location relationship between the first environmental element and the second environmental element.
Step S206, if the first position parameter meets the first preset condition, moving the first virtual character from the first environment element to the second environment element, and switching the game mode of the first virtual character to a fight light power mode, wherein the fight light power mode is used for realizing that the first virtual character simultaneously releases fight skills in the flight process.
Optionally, the game mode of the first virtual character includes a plurality of game modes respectively corresponding to different character states or positions, for example, a combat light-power mode and a default mode, and in the default mode, the first virtual character cannot release combat skills in the flight process, that is, can only fly or release combat skills.
In this embodiment, in the combat light work mode, in addition to the "cornice" on the surface, the "on-grass fly", "on-water float", "stepping on the tree with aid of force", etc. may be realized, and in the above process, the first virtual character may perform combat because the light work is not flying, but cannot hover in the air for a long time (may fly for a short time), and a supporting point such as a wall surface, a grass tip, a water surface, etc. is required, and this supporting point refers to a second environmental element vertically intersecting with the second environmental element in the game scene in this embodiment.
Through the steps, detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene; calculating a first location parameter between the first environmental element and the second environmental element; if the first position parameter meets a first preset condition, moving the first virtual character from the first environment element to the second environment element, and switching the game mode of the first virtual character into a fight light-power mode, wherein the fight light-power mode is used for realizing that the first virtual character simultaneously releases fight skills in the flying process, and by introducing the fight light-power mode, the virtual character can release skills and randomly move in the flying process, so that the technical problem that the virtual character in the related technology cannot release fight skills in the flying process is solved, and the control flexibility of the virtual character and the game playability are improved.
In this embodiment, the first position parameter includes a distance and an included angle, and calculating the position parameter between the first environmental element and the second environmental element includes: the minimum distance from the first environmental element to the second environmental element is calculated, and the angle between the face of the first environmental element and the face of the second environmental element is calculated.
In one implementation of this embodiment, moving the first avatar from the first environmental element to the second environmental element includes:
S11, positioning a starting point position of the first light skill on the first environment element and positioning a falling point position of the first light skill on the second environment element;
optionally, the starting point position is a position of the first virtual character on the first environmental element when the first light skill is triggered, and the falling point position is a pointing position of the first light skill on the second environmental element, such as a pointing position of a release arrow of the first light skill, and is related to a flight distance, a flight height, a flight track, a flight angle and other parameters of the first light skill.
S12, generating a parabolic track from a starting point position to a falling point position;
in this embodiment, the parabolic trajectory is connected between the first environmental element and the second environmental element. The parabolic trajectory of this embodiment is a special parabolic trajectory that includes an upward initial velocity component in some upward flight scenarios, and the falling point position is higher in elevation than the starting point position.
S13, configuring motion parameters of the first virtual character based on the parabolic track, wherein the motion parameters comprise acceleration;
Optionally, the motion parameters include, in addition to acceleration, an initial velocity, a maximum velocity, and configuring the motion parameters of the first virtual character based on the parabolic trajectory includes: calculating a first included angle and a second included angle of the parabolic track and the first environmental element and the second environmental element respectively, configuring an initial speed based on the first included angle (the initial speed is positively correlated with the first included angle, 0 degrees < the first included angle < 90 degrees), configuring a maximum speed based on the second included angle (the maximum speed is negatively correlated with the second included angle, 0 degrees < the second included angle < 90 degrees), and configuring an acceleration based on the curvature of the parabolic track (when the curvature of the parabolic track changes, the maximum curvature can be calculated, or the average curvature can be calculated), wherein the larger the curvature, the larger the change of the speed, and conversely, the smaller the acceleration.
The maximum speed may be the speed of the first virtual character at the drop point position, or may be the speed at a position in the middle of the parabolic track, and may be set according to the visual effect of the light skill, for example, the light skill with the plunge type may set the maximum speed at the drop point position, and the light skill with the gentle type may set the maximum speed at the middle position.
Fig. 3 is a schematic diagram of generating a parabolic track according to an embodiment of the present invention, where a first environmental element is a ground, a plane where an xy axis is located, a second environmental element is a wall or a wall, a point a is a start point position, a point B is a drop point position, α is a first included angle, which is an included angle between a tangent line and a normal line of the parabolic track at the point a, β is a second included angle, which is an included angle between a tangent line and a normal line of the parabolic track at the point B.
In this embodiment, the motion parameter is a configuration parameter of a motion engine in the game scene, and the motion engine is used to control movement of each element in the game scene, such as the first virtual character.
And S14, driving the first virtual character to fly from the starting point position to the falling point position along the parabolic track by adopting the motion parameters.
In some examples, after switching the game mode of the first virtual character to the combat light power mode, further comprising: detecting an attack instruction sent by the first virtual character on the second environment element aiming at the second virtual character; and after the first virtual character is controlled to move a preset distance towards the direction of the second virtual character, executing an attack instruction.
The second virtual character may be on the same second environmental element as the first virtual character, or on a different environmental element, such as a second virtual character on a wall that attacks the ground, another second virtual character on a wall that attacks the other second virtual character on the wall.
In this example, a parabolic track is presented in the process of developing light work, the parabolic track can add displacement acceleration of an X axis and a Y axis for a character according to the current light work state, in order to enable the fight in the air to have controllability, and meanwhile, a displacement compensation mechanism is added to make up for the natural disadvantage of the fight in the air in the fight light work mode, when a near combat attack instruction is released to a target character (a second virtual character), the first virtual character can move a small distance to the target combat edge before skill release, namely, after moving a preset distance to the direction of the second virtual character, the attack instruction is executed, and for a sustainable attack instruction, the attack skill can be released while moving to the direction of the second virtual character, and the movement ending time is the skill ending time. In other examples, when the first virtual character releases the remote station attack instruction to the target character (the second virtual character), the first virtual character is controlled to move a preset distance towards the opposite direction of the second virtual character, then the attack instruction is executed, and for the persistent attack instruction, the attack skill can be released while moving away from the second virtual character, and the movement end time is the skill end time. Thereby combining the light power flight in the combat light power mode with the combat skills.
In one implementation of the present embodiment, after switching the game mode of the first virtual character to the combat light power mode, the method further includes:
s21, detecting a second light skill initiated by the first virtual character on a first sub-element of a second environment element towards the second sub-element, wherein the first sub-element and the second sub-element are intersected in a game scene, and the second environment element comprises the first sub-element and the second sub-element;
S22, calculating a second position parameter between the first sub-element and the second sub-element;
In some examples, prior to calculating the second location parameter between the first sub-element and the second sub-element, further comprising: judging whether an obstacle exists between the first subelement and the second subelement; if an intermediate barrier exists between the first sub-element and the second sub-element, determining that the second light skill is invalid or moving the first virtual character to the edge of the intermediate barrier; and if no obstacle exists between the first sub-element and the second sub-element, determining and calculating a second position parameter between the first sub-element and the second sub-element.
S23, if the second position parameter meets a second preset condition, playing a preset turning animation in the game scene;
And S24, after the preset turning animation is played, displaying the first virtual keratin on the second sub-element.
In some scenes, taking the first sub-element and the second sub-element as two wall surfaces respectively as an example, when the first virtual character flies and jumps between the two wall surfaces at a certain angle, setting a free-turning animation, if the player character jumps between the two wall surfaces, firstly judging the moving direction of the player character and whether an obstacle exists on a moving route, if the obstacle does not exist, triggering a special effect, playing a section of preset turning animation, and switching the player character to the wall surface where a destination exists after the playing is completed.
In one implementation of the present embodiment, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: switching a skill list of the first virtual character from a first skill set to a second skill set, wherein the first skill set is a skill set used by the first virtual character on the first environment element, and the second skill set is a skill set used by the first virtual character on the second environment element; detecting a target combat skill selected by the first virtual character in the second skill set while the first virtual character is flying over the second environmental element; releasing the target combat skills on the second environmental element.
When the first virtual character is on the climbing object and the combat light-power mode is triggered, in order to ensure the visual effect of the skills, the releasable skill types of the player are limited, such as the skills selected in a large range such as AOE (Area of effect) cannot be released, or a set of skill effects released in the combat light-power mode is reconfigured. Or add some skills that are only suitable for release on the wall, i.e. a second skill set.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: acquiring the orientation of a first virtual character; if the orientation points to the first environment element, controlling the virtual camera to move to a first position between the first virtual character and the first environment element; and if the orientation points to the second environment element, controlling the virtual camera to move to a second position between the first virtual character and the second environment element.
Specifically, the virtual camera is controlled to move from between the first virtual character and the first environmental element to a second position between the first virtual character and the second environmental element.
Fig. 4 is a schematic diagram of a control virtual camera according to an embodiment of the present invention, where a first environmental element is a ground, a second environmental element is a wall or a wall on a plane where an xy axis is located, and a direction of a first virtual character points to the second environmental element on a plane where an xz axis is located, and the virtual camera is disposed between the first virtual character and the second environmental element.
Optionally, after moving the first virtual character from the first environment element to the second environment element, the method further includes: the world coordinate system of the first virtual character in the game scene is switched from a first coordinate system to a second coordinate system, wherein the first coordinate system comprises an X axis and a Y axis, and the second coordinate system comprises the X axis and a Z axis.
In order to ensure the normal visual angle, the real climbing is simulated, the world coordinate system where the first virtual character is located and the virtual camera are controlled, for example, when a 'cornice wall' is walked, the two-dimensional coordinate system where the first virtual character is located when standing is switched from XY to XZ, and the position and the direction of the virtual camera are switched according to the current direction of the first virtual character, so that the visual angle of the first virtual character in the flying process is controlled, the real wall climbing feeling is simulated, for example, when a player faces the ground or a corner, the virtual camera is arranged on the connection line of the first virtual character and the ground, when the player faces the wall or the wall, the virtual camera is arranged on the connection line of the first virtual character and the wall, and meanwhile, the angle of the virtual camera and the wall is set, so that the visual effect of overlooking or looking up is realized, and the transparent transmission effect of people or environmental elements is avoided.
From the description of the above embodiments, it will be clear to a person skilled in the art that the method according to the above embodiments may be implemented by means of software plus the necessary general hardware platform, but of course also by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (e.g. ROM/RAM, magnetic disk, optical disk) comprising instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method according to the embodiments of the present invention.
Example 2
The embodiment also provides a virtual character control device, which is used for implementing the above embodiment and the preferred implementation, and is not described in detail. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. While the means described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
Fig. 5 is a block diagram of a control apparatus of a virtual character according to an embodiment of the present invention, as shown in fig. 5, the apparatus including: a first detection module 50, a first calculation module 52, a first control module 54, wherein,
A first detection module 50 for detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene;
a first calculation module 52 for calculating a first location parameter between the first environmental element and the second environmental element;
The first control module 54 is configured to move the first virtual character from the first environmental element to the second environmental element and switch the game mode of the first virtual character to a combat light power mode if the first location parameter meets a first preset condition, where the combat light power mode is used to implement that the first virtual character releases combat skills simultaneously in a flight process.
Optionally, the first position parameter includes a distance and an included angle, and the first calculating module includes: and the calculating unit is used for calculating the minimum distance from the first environmental element to the second environmental element and calculating the included angle between the surface of the first environmental element and the surface of the second environmental element.
Optionally, the first control module includes: a positioning unit for positioning a start point position of the first light skill on the first environmental element and a drop point position of the first light skill on the second environmental element; a generating unit for generating a parabolic track from the start point position to the drop point position; a configuration unit configured to configure a motion parameter of the first virtual character based on the parabolic trajectory, wherein the motion parameter includes acceleration; and the driving unit is used for driving the first virtual character to fly from the starting point position to the falling point position along the parabolic track by adopting the motion parameters.
Optionally, the apparatus further includes: the first detection module is used for detecting an attack instruction sent by the first virtual character on the second environment element for the second virtual character after the first control module switches the game mode of the first virtual character into a combat light power mode; and the execution module is used for executing the attack instruction after the first virtual character is controlled to move a preset distance towards the direction of the second virtual character.
Optionally, the apparatus further includes: a second detection module, configured to detect, after the first control module switches a game mode of the first virtual character to a combat light-power mode, a second light-power skill initiated by the first virtual character on a first sub-element of the second environmental element toward a second sub-element, where the first sub-element and the second sub-element intersect in the game scene, and the second environmental element includes the first sub-element and the second sub-element; a second calculation module, configured to calculate a second location parameter between the first subelement and the second subelement; the playing module is used for playing a preset turning animation in the game scene if the second position parameter meets a second preset condition; and the display module is used for displaying the first virtual keratin on the second sub-element after the preset turning animation is played.
Optionally, the apparatus further includes: the judging module is used for judging whether an obstacle exists between the first sub-element and the second sub-element before the second calculating module calculates the second position parameter between the first sub-element and the second sub-element; a determining module, configured to determine that the second light skill is invalid or move the first virtual character to the edge of the intermediate obstacle if the intermediate obstacle exists between the first sub-element and the second sub-element; and if no obstacle exists between the first sub-element and the second sub-element, determining and calculating a second position parameter between the first sub-element and the second sub-element.
Optionally, the apparatus further includes: a switching module, configured to switch, after the first control module switches the game mode of the first virtual character to a combat light-power mode, a skill list of the first virtual character from a first skill set to a second skill set, where the first skill set is a skill set used by the first virtual character on the first environmental element, and the second skill set is a skill set used by the first virtual character on the second environmental element; a third detection module configured to detect a target combat skill selected by the first virtual character in the second skill set when the first virtual character flies over the second environmental element; and a release module for releasing the target combat skills on the second environmental element.
Optionally, the apparatus further includes: the acquisition module is used for acquiring the orientation of the first virtual character after the first control module switches the game mode of the first virtual character into a combat light power mode; the second control module is used for controlling the virtual camera to move to a first position between the first virtual character and the first environment element if the orientation points to the first environment element; and if the orientation direction points to the second environment element, controlling the virtual camera to move to a second position between the first virtual character and the second environment element.
Optionally, the apparatus further includes: and the switching module is used for switching a world coordinate system of the first virtual character in the game scene from a first coordinate system to a second coordinate system after the first control module moves the first virtual character from the first environment element to the second environment element, wherein the first coordinate system comprises an X axis and a Y axis, and the second coordinate system comprises an X axis and a Z axis.
It should be noted that each of the above modules may be implemented by software or hardware, and for the latter, it may be implemented by, but not limited to: the modules are all located in the same processor; or the above modules may be located in different processors in any combination.
Example 3
The embodiment of the application also provides an electronic device, and fig. 6 is a structural diagram of the electronic device according to the embodiment of the application, as shown in fig. 6, including a processor 61, a communication interface 62, a memory 63 and a communication bus 64, where the processor 61, the communication interface 62 and the memory 63 complete communication with each other through the communication bus 64, and the memory 63 is used for storing a computer program;
The processor 61 is configured to execute the program stored in the memory 63, and implement the following steps: detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene; calculating a first location parameter between the first environmental element and the second environmental element; and if the first position parameter meets a first preset condition, moving the first virtual character from the first environment element to the second environment element, and switching the game mode of the first virtual character into a fight light power mode, wherein the fight light power mode is used for realizing that the first virtual character simultaneously releases fight skills in the flight process.
Optionally, the first location parameter includes a distance and an included angle, and calculating the location parameter between the first environmental element and the second environmental element includes: and calculating the minimum distance between the first environment element and the second environment element, and calculating the included angle between the surface of the first environment element and the surface of the second environment element.
Optionally, moving the first virtual character from the first environmental element to the second environmental element includes: locating a start point location of the first light skill on the first environmental element and locating a drop point location of the first light skill on the second environmental element; generating a parabolic track from the start point position to the drop point position; configuring a motion parameter of the first virtual character based on the parabolic trajectory, wherein the motion parameter comprises acceleration; and driving the first virtual character to fly from the starting point position to the falling point position along the parabolic track by adopting the motion parameters.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: detecting an attack instruction sent by the first virtual character on the second environment element aiming at a second virtual character; and after the first virtual character is controlled to move a preset distance towards the direction of the second virtual character, executing the attack instruction.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: detecting a second light skill initiated by the first virtual character on a first sub-element of the second environmental element toward a second sub-element, wherein the first sub-element intersects the second sub-element in the game scene, the second environmental element comprising the first sub-element and the second sub-element; calculating a second position parameter between the first sub-element and the second sub-element; if the second position parameter meets a second preset condition, playing a preset turning animation in the game scene; and after the preset turning animation is played, displaying the first virtual keratin on the second sub-element.
Optionally, before calculating the second position parameter between the first sub-element and the second sub-element, the method further comprises: judging whether an obstacle exists between the first subelement and the second subelement; if an intermediate barrier exists between the first sub-element and the second sub-element, determining that the second light skill is invalid or moving the first virtual character to the edge of the intermediate barrier; and if no obstacle exists between the first sub-element and the second sub-element, determining and calculating a second position parameter between the first sub-element and the second sub-element.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method includes: switching a skill list of the first virtual character from a first skill set to a second skill set, wherein the first skill set is a skill set used by the first virtual character on the first environment element, and the second skill set is a skill set used by the first virtual character on the second environment element; detecting a target combat skill selected by the first virtual character in the second skill set while the first virtual character is flying over the second environmental element; releasing the target combat skills on the second environmental element.
Optionally, after switching the game mode of the first virtual character to the combat light power mode, the method further includes: acquiring the orientation direction of the first virtual character; if the orientation direction points to the first environment element, controlling a virtual camera to move to a first position between the first virtual character and the first environment element; and if the orientation direction points to the second environment element, controlling the virtual camera to move to a second position between the first virtual character and the second environment element.
Optionally, after moving the first virtual character from the first environmental element to the second environmental element, the method further comprises: and switching a world coordinate system of the first virtual character in the game scene from a first coordinate system to a second coordinate system, wherein the first coordinate system comprises an X axis and a Y axis, and the second coordinate system comprises the X axis and the Z axis.
The communication bus mentioned by the above terminal may be a peripheral component interconnect standard (PERIPHERAL COMPONENT INTERCONNECT, abbreviated as PCI) bus or an extended industry standard architecture (Extended Industry Standard Architecture, abbreviated as EISA) bus, etc. The communication bus may be classified as an address bus, a data bus, a control bus, or the like. For ease of illustration, the figures are shown with only one bold line, but not with only one bus or one type of bus.
The communication interface is used for communication between the terminal and other devices.
The memory may include random access memory (Random Access Memory, RAM) or may include non-volatile memory (non-volatile memory), such as at least one disk memory. Optionally, the memory may also be at least one memory device located remotely from the aforementioned processor.
The processor may be a general-purpose processor, including a central processing unit (Central Processing Unit, abbreviated as CPU), a network processor (Network Processor, abbreviated as NP), etc.; but may also be a digital signal processor (DIGITAL SIGNAL Processing, DSP), application Specific Integrated Circuit (ASIC), field-Programmable gate array (FPGA) or other Programmable logic device, discrete gate or transistor logic device, discrete hardware components.
In yet another embodiment of the present application, a computer readable storage medium is provided, in which instructions are stored, which when run on a computer, cause the computer to perform the method for controlling a virtual character according to any one of the above embodiments.
In a further embodiment of the present application, there is also provided a computer program product containing instructions which, when run on a computer, cause the computer to perform the method of controlling a virtual character as described in any of the above embodiments.
In the above embodiments, it may be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When loaded and executed on a computer, produces a flow or function in accordance with embodiments of the present application, in whole or in part. The computer may be a general purpose computer, a special purpose computer, a computer network, or other programmable apparatus. The computer instructions may be stored in or transmitted from one computer-readable storage medium to another, for example, by wired (e.g., coaxial cable, optical fiber, digital Subscriber Line (DSL)), or wireless (e.g., infrared, wireless, microwave, etc.). The computer readable storage medium may be any available medium that can be accessed by a computer or a data storage device such as a server, data center, etc. that contains an integration of one or more available media. The usable medium may be a magnetic medium (e.g., floppy disk, hard disk, tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid state disk Solid STATE DISK (SSD)), etc.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
In the foregoing embodiments of the present application, the descriptions of the embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed technology may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units, such as the division of the units, is merely a logical function division, and may be implemented in another manner, for example, multiple units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some interfaces, units or modules, or may be in electrical or other forms.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied essentially or in part or all of the technical solution or in part in the form of a software product stored in a storage medium, including instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a usb disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a preferred embodiment of the present application and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present application, which are intended to be comprehended within the scope of the present application.

Claims (11)

1. A method for controlling a virtual character, comprising:
Detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene;
Calculating a first location parameter between the first environmental element and the second environmental element;
If the first position parameter meets a first preset condition, moving the first virtual character from the first environment element to the second environment element, and switching a game mode of the first virtual character to a fight light power mode, wherein the fight light power mode is used for realizing that the first virtual character simultaneously releases fight skills in a flight process;
Wherein after switching the game mode of the first virtual character to the combat light power mode, the method further comprises: acquiring the orientation direction of the first virtual character; if the orientation direction points to the first environment element, controlling a virtual camera to move to a first position between the first virtual character and the first environment element; and if the orientation direction points to the second environment element, controlling the virtual camera to move to a second position between the first virtual character and the second environment element.
2. The method of claim 1, wherein the first location parameter comprises a distance and an angle, and calculating the location parameter between the first environmental element and the second environmental element comprises:
And calculating the minimum distance between the first environment element and the second environment element, and calculating the included angle between the surface of the first environment element and the surface of the second environment element.
3. The method of claim 1, wherein moving the first avatar from the first environmental element to the second environmental element comprises:
locating a start point location of the first light skill on the first environmental element and locating a drop point location of the first light skill on the second environmental element;
generating a parabolic track from the start point position to the drop point position;
Configuring a motion parameter of the first virtual character based on the parabolic trajectory, wherein the motion parameter comprises acceleration;
and driving the first virtual character to fly from the starting point position to the falling point position along the parabolic track by adopting the motion parameters.
4. The method of claim 1, wherein after switching the game mode of the first virtual character to the combat light power mode, the method further comprises:
detecting an attack instruction sent by the first virtual character on the second environment element aiming at a second virtual character;
and after the first virtual character is controlled to move a preset distance towards the direction of the second virtual character, executing the attack instruction.
5. The method of claim 1, wherein after switching the game mode of the first virtual character to the combat light power mode, the method further comprises:
Detecting a second light skill initiated by the first virtual character on a first sub-element of the second environmental element toward a second sub-element, wherein the first sub-element intersects the second sub-element in the game scene, the second environmental element comprising the first sub-element and the second sub-element;
calculating a second position parameter between the first sub-element and the second sub-element;
If the second position parameter meets a second preset condition, playing a preset turning animation in the game scene;
And after the preset turning animation is played, displaying the first virtual character on the second sub-element.
6. The method of claim 5, wherein prior to calculating the second location parameter between the first sub-element and the second sub-element, the method further comprises:
Judging whether an obstacle exists between the first subelement and the second subelement;
If an intermediate barrier exists between the first sub-element and the second sub-element, determining that the second light skill is invalid or moving the first virtual character to the edge of the intermediate barrier; and if no obstacle exists between the first sub-element and the second sub-element, determining and calculating a second position parameter between the first sub-element and the second sub-element.
7. The method of claim 1, wherein after switching the game mode of the first virtual character to the combat light power mode, the method further comprises:
Switching a skill list of the first virtual character from a first skill set to a second skill set, wherein the first skill set is a skill set used by the first virtual character on the first environment element, and the second skill set is a skill set used by the first virtual character on the second environment element;
detecting a target combat skill selected by the first virtual character in the second skill set while the first virtual character is flying over the second environmental element;
Releasing the target combat skills on the second environmental element.
8. The method of claim 1, wherein after moving the first avatar from the first environmental element to the second environmental element, the method further comprises:
And switching a world coordinate system of the first virtual character in the game scene from a first coordinate system to a second coordinate system, wherein the first coordinate system comprises an X axis and a Y axis, and the second coordinate system comprises the X axis and the Z axis.
9. A virtual character control device, comprising:
A first detection module for detecting a first light skill initiated by a first virtual character on a first environmental element of a game scene towards a second environmental element, wherein the first environmental element and the second environmental element vertically intersect in the game scene;
A first calculation module for calculating a first location parameter between the first environmental element and the second environmental element;
The first control module is used for moving the first virtual character from the first environment element to the second environment element and switching the game mode of the first virtual character into a combat light power mode if the first position parameter meets a first preset condition, wherein the combat light power mode is used for realizing that the first virtual character simultaneously releases combat skills in the flight process;
Wherein the apparatus further comprises: the acquisition module is used for acquiring the orientation of the first virtual character after the first control module switches the game mode of the first virtual character into a combat light power mode; the second control module is used for controlling the virtual camera to move to a first position between the first virtual character and the first environment element if the orientation points to the first environment element; and if the orientation direction points to the second environment element, controlling the virtual camera to move to a second position between the first virtual character and the second environment element.
10. A storage medium having a computer program stored therein, wherein the computer program is arranged to perform the method of any of claims 1 to 8 when run.
11. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to run the computer program to perform the method of any of claims 1 to 8.
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