CN114011063A - Method for controlling virtual role in game and electronic equipment - Google Patents

Method for controlling virtual role in game and electronic equipment Download PDF

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Publication number
CN114011063A
CN114011063A CN202111350018.0A CN202111350018A CN114011063A CN 114011063 A CN114011063 A CN 114011063A CN 202111350018 A CN202111350018 A CN 202111350018A CN 114011063 A CN114011063 A CN 114011063A
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China
Prior art keywords
movement control
player
control area
controlling
game scene
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CN202111350018.0A
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Chinese (zh)
Inventor
王翌希
胡志鹏
刘勇成
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111350018.0A priority Critical patent/CN114011063A/en
Publication of CN114011063A publication Critical patent/CN114011063A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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

Abstract

The application provides a method for controlling virtual roles in a game and electronic equipment, wherein the method comprises the following steps: controlling the player virtual character to move in a default movement manner in the game scene in response to a movement control operation acting on the first movement control area; moving a touch point responding to the movement control operation from a first movement control area to a second movement control area, and determining an operation parameter of the touch point in the second movement control area; if the operation parameter meets a first preset condition, controlling the virtual character of the player to run in the game scene; and if the operation parameter does not meet the first preset condition, controlling the virtual character of the player to dodge in the game scene. The method and the device can reduce the number of the controls in the game interface, ensure the accuracy of the control operation, reduce the difficulty of the player in controlling the virtual character to move, and further improve the game experience of the player.

Description

Method for controlling virtual role in game and electronic equipment
Technical Field
The present application relates to the field of game technologies, and in particular, to a method for controlling a virtual character in a game and an electronic device.
Background
Along with the improvement of the performance of the touch terminal, the game which can be realized only at the PC end originally can also be realized on the touch terminal such as a mobile phone and the like through a certain transplanting mode. In this kind of transplantation mode, the function of controlling the PC terminal by means of the mouse and the keyboard needs to be implemented on the game interface of the touch terminal. However, the touch terminal is usually smaller in screen, and for games with more control functions, more control elements are included in the game interface of the touch terminal, so that a player is prevented from viewing a game scene, and the accuracy of operating the control elements is affected.
Disclosure of Invention
The application aims to provide a method for controlling virtual characters in a game and electronic equipment, so that the number of controls in a game interface is reduced, the accuracy of operating the controls is ensured, the difficulty of controlling the virtual characters to move by a player is reduced, and the game experience of the player is further improved.
In a first aspect, an embodiment of the present application provides a method for controlling a virtual character in a game, where the game includes a player virtual character located in a game scene, and a graphical user interface of the game is provided through a touch terminal, where the graphical user interface includes a movement control area, and the movement control area includes a first movement control area and a second movement control area; the method comprises the following steps: controlling the player virtual character to move in the game scene in a default movement manner in response to a movement control operation acting on the first movement control area; responding to the movement of the touch point of the movement control operation from the first movement control area to the second movement control area, and determining the operation parameters of the touch point in the second movement control area; wherein the operating parameter comprises at least one of: duration, trajectory length and operating pressure value; if the operation parameters meet first preset conditions, controlling the virtual character of the player to run in the game scene; and if the operation parameters do not meet the first preset condition, controlling the virtual character of the player to avoid in the game scene.
With reference to the first aspect, this application provides a first possible implementation manner of the first aspect, where the first movement control area is located at least partially inside an outer contour surrounding area of the second movement control area.
With reference to the first aspect, an embodiment of the present application provides a second possible implementation manner of the first aspect, where the step of controlling the player virtual character to move in the game scene in a default movement manner includes: and controlling the virtual character of the player to move in a default movement mode in the game scene according to the position of the touch point of the movement control operation in the first movement control area.
With reference to the first aspect, an embodiment of the present application provides a third possible implementation manner of the first aspect, where the step of controlling the player virtual character to move in the game scene in a default movement manner according to a position of a touch point of the movement control operation in the first movement control area includes: determining a first moving direction according to the position of a touch point of the movement control operation in the first movement control area, and controlling the virtual character of the player to move in a default moving mode in the game scene according to the first moving direction; the default movement mode is a jogging mode.
With reference to the first aspect, the present application provides a fourth possible implementation manner of the first aspect, wherein controlling the player virtual character to run in the game scene includes: determining a second moving direction according to the position of the touch point in the second moving control area, and controlling the player virtual character to run in the game scene according to the second moving direction; alternatively, the player avatar is controlled to run in a first predetermined direction in the game scene.
With reference to the first aspect, an embodiment of the present application provides a fifth possible implementation manner of the first aspect, where controlling the player virtual character to evade in the game scene includes: determining a third moving direction according to the position of the touch point in the second moving control area, and controlling the virtual character of the player to dodge in the game scene according to the third moving direction; or, controlling the player virtual character to dodge in a second preset direction in the game scene.
With reference to the first aspect, an embodiment of the present application provides a sixth possible implementation manner of the first aspect, where the operation parameter is a duration of the touch point staying in the second movement control area; the operation parameter satisfies a first preset condition that the duration is longer than a threshold duration, and the operation parameter does not satisfy the first preset condition that the duration is shorter than or equal to the threshold duration.
With reference to the first aspect, this application provides a seventh possible implementation manner of the first aspect, where the movement control operation is an operation on a hand touch control in the movement control area, and the hand touch control moves along with movement of the touch point.
With reference to the first aspect, this application provides an eighth possible implementation manner of the first aspect, where the first movement control area and the second movement control area are respectively identified by different colors and/or characters.
In a second aspect, an embodiment of the present application further provides a method for controlling a virtual character in a game, where the game includes a player virtual character located in a game scene, and a graphical user interface of the game is provided through a touch terminal, where the graphical user interface includes a movement control area, and the movement control area includes a first movement control area and a second movement control area; the method comprises the following steps: controlling the player virtual character to move in the game scene in a default movement manner in response to a first movement control operation acting on the first movement control area; in response to a second movement control operation for the second movement control area, determining an operation parameter of a touch point of the second movement control operation in the second movement control area; wherein the operating parameter comprises at least one of: duration, trajectory length and operating pressure value; if the operation parameters meet first preset conditions, controlling the virtual character of the player to run in the game scene; and if the operation parameters do not meet the first preset condition, controlling the virtual character of the player to avoid in the game scene.
In combination with the second aspect, the present embodiments provide a first possible implementation manner of the second aspect, wherein the first movement control area is at least partially located inside an outer contour surrounding area of the second movement control area.
With reference to the second aspect, the present application provides a second possible implementation manner of the second aspect, where the step of controlling the player virtual character to move in the game scene in a default movement manner includes: and controlling the virtual character of the player to move in a default movement mode in the game scene according to the position of the touch point of the first movement control operation in the first movement control area.
With reference to the second aspect, the present application provides a third possible implementation manner of the second aspect, where the step of controlling the player virtual character to move in the game scene in a default movement manner according to the position of the touch point of the first movement control operation in the first movement control area includes: determining a first moving direction according to the position of the touch point of the first movement control operation in the first movement control area, and controlling the virtual character of the player to move in a default moving mode in the game scene according to the first moving direction; the default movement mode is a jogging mode.
With reference to the second aspect, an embodiment of the present application provides a fourth possible implementation manner of the second aspect, where the operation parameter is a duration of the touch point staying in the second movement control area; the operation parameter satisfies a first preset condition that the duration is longer than a threshold duration, and the operation parameter does not satisfy the first preset condition that the duration is shorter than or equal to the threshold duration.
With reference to the second aspect, the present application provides a fifth possible implementation manner of the second aspect, wherein the step of controlling the player virtual character to run in the game scene includes: determining a second moving direction according to the position of the touch point of the second moving control operation in the second moving control area, and controlling the player virtual character to run in the game scene according to the second moving direction; alternatively, the player avatar is controlled to run in a first predetermined direction in the game scene.
With reference to the second aspect, the present application provides a sixth possible implementation manner of the second aspect, where the step of controlling the virtual character of the player to evade in the game scene includes: determining a third moving direction according to the position of the touch point of the second moving control operation in the second moving control area, and controlling the virtual character of the player to avoid in the game scene according to the third moving direction; or, controlling the player virtual character to dodge in a second preset direction in the game scene.
In a third aspect, an embodiment of the present application further provides an electronic device, which includes a processor and a memory, where the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method for controlling a virtual character in a game.
In a fourth aspect, embodiments of the present application further provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the above-mentioned in-game virtual character control method.
According to the method and the electronic device for controlling the virtual character in the game, when a player performs movement control operation on a first movement control area, a touch terminal controls the virtual character of the player to move in a game scene in a default movement mode; when a player moves a touch point of the movement control operation from a first movement control area to a second movement control area, determining an operation parameter of the touch point in the second movement control area, and if the operation parameter meets a first preset condition, controlling a virtual character of the player to run in a game scene; and if the operation parameter does not meet the first preset condition, controlling the virtual character of the player to dodge in the game scene. Adopt above-mentioned technique, through dividing two mobility control areas, on the basis of the control quantity in the reduction game interface, the player accessible one hand carries out touch operation to different mobility control areas and can control the virtual character and move according to acquiescence mobile mode, perhaps realize mobile control such as scouting and dodging, the operation degree of difficulty that the player controlled the motion of virtual character has been reduced, and then guarantee the degree of accuracy of operation control, the flexibility that the player operated in the recreation has also been improved, and then the gaming experience of player has been promoted.
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In order to more clearly illustrate the detailed description of the present application or the technical solutions in the prior art, the drawings needed to be used in the detailed description of the present application or the prior art description will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative efforts.
FIG. 1 is a schematic diagram of a graphical user interface provided by an embodiment of the present application;
FIG. 2 is a diagram illustrating a mobility control area according to an embodiment of the present disclosure;
fig. 3 is a schematic flowchart of a method for controlling a virtual character in a game according to an embodiment of the present application;
FIG. 4 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 5 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 6 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 8 is a flowchart illustrating another method for controlling a virtual character in a game according to an embodiment of the present disclosure;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
The technical solutions of the present application will be described clearly and completely with reference to the following embodiments, and it should be understood that the described embodiments are some, but not all embodiments of the present application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
First, the present application is directed to the nouns:
(1) virtual scene (Game scene)
A virtual scene is a virtual scene that an application program displays (or provides) when running on a terminal or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, sea and the like, wherein the land comprises environmental elements such as desert, city and the like. For example, in a sandbox type 3D shooting game, the virtual scene is a 3D game world for a player to control a virtual object to play against, and an exemplary virtual scene may include: at least one element selected from a group consisting of a mountain, a flat ground, a river, a lake, an ocean, a desert, a sky, a plant, a building, and a vehicle; for example, for a 2D or 2.5D card game, the virtual scene is a scene for displaying a released card or a virtual object corresponding to the released card, and example virtual scenes may include: a arena, a battle field, or other 'field' elements or other elements capable of displaying the card battle state; for a 2D or 2.5D multiplayer online tactical sports game, the virtual scene is a 2D or 2.5D terrain scene for the virtual object to fight, and example virtual scenes may include: mountains, lines, rivers, classrooms, tables and chairs, podium and other elements in the canyon style.
(2) Game interface
The game interface is an interface corresponding to an application program provided or displayed through a graphical user interface, and the interface comprises a UI interface and a game picture for a player to interact. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, game play time, etc.), or game setting controls (e.g., system settings, stores, coins, etc.) may be included in the UI interface. In an optional embodiment, the game screen is a display screen corresponding to a virtual scene displayed by the terminal device, and the game screen may include virtual objects such as a game character, an NPC character, and an AI character that execute a game logic in the virtual scene.
(3) Virtual object (virtual character)
A virtual object refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a Character controlled by a Player through an input device, or an Artificial Intelligence (AI) set in a virtual environment match-up through training, or a Non-Player Character (NPC) set in a virtual scene match-up. Optionally, the virtual object is a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects in the virtual scene match is preset, or dynamically determined according to the number of clients participating in the match, which is not limited in the embodiment of the present application. In one possible implementation, the user can control the virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., and can also control the virtual object to fight against other virtual objects using skills, virtual props, etc., provided by the application.
(4) Player virtual character
The player virtual character refers to a virtual object which can be controlled by a player to move in a game environment, and can also be called a god character and a hero character in some electronic games. The player character may be at least one of various forms of a virtual character, a virtual animal, an animation character, and the like.
For ease of understanding, a game scene applicable to the present embodiment is first described. Taking the example of transplanting the PC end action game to the mobile phone, a graphical user interface of the game is provided through the mobile phone, the game interface is displayed through the graphical user interface, and in order to maintain the original function of controlling the PC end by means of a mouse and a keyboard, a corresponding control needs to be set in the game interface, for example: the direction control, attack control, jump control, dodge control, squat control, jogging control and sprint control, wherein, the direction control can be located graphical user interface's left side below region, and attack control, jump control, dodge control, squat control, jogging control and sprint control can be located graphical user interface's right side below region. Since the evasive action, the sprint action, and the jogging action are all related to the moving direction of the virtual character, the player needs to control the moving direction of the virtual character when controlling the virtual character to perform the three actions, for example, if the player wants to control the virtual character to evade along the moving direction of the virtual character, the player needs to control the direction control with the left hand to control the moving direction of the virtual character, and press the evasive control with the right hand to perform the evasive action.
In the game scene, as the mobile phone screen is smaller, for games with more control functions, more control pieces in the game interface can shield players from viewing the game scene, and the accuracy of the control pieces is influenced. In addition, the player needs to operate with both hands simultaneously to control the virtual character to perform the motion (such as dodging, running, jogging, etc.) related to the moving direction during the moving process, and in case of needing to control the virtual character to complete a plurality of motions rapidly during the moving process, the above-mentioned manner of operating with both hands is difficult to meet the operation requirement of the player, and sometimes even the player misses the best match opportunity.
Based on this, the embodiment of the application provides a method for controlling a virtual character in a game and an electronic device, which can reduce the number of controls in a game interface, ensure the accuracy of operating the controls, reduce the difficulty of a player in controlling the movement of the virtual character, and further improve the game experience of the player. The technology can be applied to the game scene or the game scene of other action games. The technology can be applied to terminal equipment which can realize human-computer interaction and has a touch function, such as a mobile phone, a tablet computer and the like, and is particularly suitable for the scene of a mobile phone game.
For the convenience of understanding the present embodiment, a detailed description will be first given of a control method for a virtual character disclosed in the embodiments of the present application.
The embodiment of the application provides a method for controlling virtual characters in a game, which is applied to a touch terminal (namely, a terminal device with a touch function, such as a mobile phone, a tablet computer and the like), wherein the game comprises player virtual characters in a game scene, a graphical user interface of the game is provided through the touch terminal, the graphical user interface comprises a mobile control area, and the mobile control area comprises a first mobile control area and a second mobile control area; as a possible implementation, the first movement control area is at least partially located inside the outer enclosing area of the second movement control area, see a schematic diagram of a graphical user interface shown in fig. 1, wherein the movement control area is located at the lower left of the graphical user interface, the first movement control area is identified by I, i.e. the white area in the figure, the second movement control area is identified by II, i.e. the shaded area in the figure, and the upper semicircle of the first movement control area is located inside the second movement control area. Other controls such as an attack control, a jump control and a squatting control are also arranged on the right side of the graphical user interface, and during specific implementation, the mobile control area can also be positioned at other positions of the graphical user interface, such as the right area of the graphical user interface.
Referring to fig. 2, a schematic diagram of the movement control areas is shown, wherein the first movement control area is I area, and white area is shown. The second motion control region, region II, is shaded in the figure. In fig. 2(a), the motion control area includes a circular first motion control area and a circular second motion control area, and the outer contour of the first motion control area and the outer contour of the second motion control area are concentric circles; the movement control area in fig. 2(b) includes a square first movement control area and a second movement control area at the periphery of the first area, and the center position of the outer contour of the first movement control area is the same as the center position of the outer contour of the second movement control area. In addition, the first movement control area and the second movement control area may be vertically adjacent (as shown in fig. 2 (c)) or horizontally adjacent, or the number of the first movement control area and the number of the second movement control area may be one, respectively, or the number of the first movement control area and the number of the second movement control area may be plural, or equal to or different from each other (as shown in fig. 2 (d)) according to actual control needs.
The shape of the first movement control area and the second movement control area may be determined according to actual needs, for example, a circle, a sector, a circular ring, a sector ring, and the like, which is not limited.
Referring to fig. 3, a schematic flow chart of a method for controlling a virtual character in a game is shown, where an execution subject of the method is the touch terminal, and the method includes the following steps:
in step S302, in response to a movement control operation applied to the first movement control area, the player virtual character is controlled to move in a default movement manner in the game scene.
For convenience of operation, the movement control operation may be an operation of moving the touch point by a finger sliding manner. In order to ensure the accuracy of movement control, after responding to the movement control operation performed by the player on the first movement control area, the touch terminal can control the virtual character of the player to move in a default movement mode in the game scene according to the position of the touch point of the movement control operation in the first movement control area.
Specifically, since the movement of the player virtual character generally has directionality, that is, the orientation of the player virtual character generally coincides with the movement direction thereof, in order to further realize the control of the movement direction of the player virtual character, the step of controlling the player virtual character to move in the game scene in the default movement manner according to the position of the touch point of the movement control operation in the first movement control area may adopt the following operation manners: and determining a first moving direction according to the position of the touch point of the movement control operation in the first movement control area, and controlling the virtual character of the player to move in a default moving mode in the game scene according to the first moving direction.
In the step of determining the first moving direction at the position of the touch point in the first movement control area in the movement control operation, in a specific implementation, the central position of the first movement control area may be used as a reference point, and the direction of the touch point relative to the reference point may be the first moving direction. Or, the first movement control area is divided into a plurality of orientation areas in advance, each orientation area corresponds to one direction, and the direction corresponding to the orientation area to which the position of the touch point belongs is the first movement direction. The subsequent determination manner of the second moving direction and the third moving direction may also be implemented by referring to the first moving direction, and details are not repeated here.
Since jogging is used in a relatively high frequency during the movement of the player virtual character, that is, in most game scenes involving the movement of the player virtual character, while evasion and sprinting are generally used only in a specific battle scene, for example, evasion is used when the player virtual character needs to quickly avoid a vertical attack by an enemy in front, and sprinting is used when the player virtual character needs to quickly escape from an enemy attack range, the default movement mode may be defined as a movement mode in a default state such as jogging or walking for convenience of operation. Referring to fig. 4, another graphical user interface diagram is shown, a player presses a first movement control area by a finger and changes a position of a touch point in the first movement control area by sliding the finger in the area, and after responding to the operation, the touch terminal determines a direction from a position of an outer contour center of the first movement control area to the position of the touch point as a first movement direction, and controls a virtual character of the player to move along the first direction in a jogging manner in a game scene.
In addition to the jogging mode as the default moving mode, the walking mode, the running mode or other moving modes may also be used as the default moving mode according to actual application requirements, and this is not limited in the embodiment of the present application.
Step S304, responding to the movement of the touch point of the movement control operation from the first movement control area to the second movement control area, and determining the operation parameter of the touch point in the second movement control area; wherein the operating parameter comprises at least one of: duration, track length, and operating pressure value.
Step S306, if the operation parameters meet a first preset condition, controlling the virtual character of the player to run in a game scene; and if the operation parameters do not meet the first preset condition, controlling the virtual character of the player to dodge in the game scene.
The first preset condition may be set according to a specific form of the operation parameter. In specific implementation, whether the operation parameter is greater than a preset parameter threshold value can be judged; if yes (namely the operation parameter is larger than the preset parameter threshold), controlling the virtual character of the player to run in the game scene; if not (namely the operation parameter is less than or equal to the preset parameter threshold value, the virtual character of the player is controlled to avoid in the game scene.
As a possible implementation manner, the operation parameter may be defined as a duration of the touch point staying in the second movement control area; if the operation parameter meets the first preset condition, the duration is longer than the threshold duration, and if the operation parameter does not meet the first preset condition, the duration is shorter than or equal to the threshold duration, wherein the threshold duration is preset according to practical application.
Continuing with the example of fig. 4, the player moves the touch point into the first movement control area by pressing the finger on the first movement control area and sliding the finger in the area, as shown in the schematic diagram of another graphical user interface shown in fig. 5, the player continues to slide the finger towards the second movement control area (the sliding track is shown by the dotted arrow in the figure), so as to move the touch point from the first mobile control area to the second mobile control area, the touch terminal will determine the duration of the touch point in the second mobile control area (i.e. the staying time of the finger of the player in the second mobile control area) after responding to the operation, and then determine whether the duration is longer than the threshold duration, and if the time length is greater than the threshold time length, controlling the player virtual character to run in the game scene, and if the time length is less than or equal to the threshold time length, controlling the player virtual character to dodge in the game scene. In the operation mode, the fingers of the player stay in the second mobile control area for a long time to trigger the running, so that the method is compatible with the mode that the player triggers the running by operating the direction wheel disc in the existing game, and further compatible with most terminal equipment with a touch function; the fingers of the player stay in the second mobile control area for a short time to trigger the dodging, so that the timeliness of the dodging can be ensured, the eager psychology that the player hopes to rapidly avoid the attack of enemies through the dodging is met, and the tension of the player in the fighting process is further relieved.
As another possible implementation manner, the operation parameter may also be a track length, and accordingly, the preset parameter threshold is defined as a certain threshold length. Alternatively, the operation parameter may also be an operation pressure value, and accordingly, the preset parameter threshold is defined as a certain threshold pressure. The preset parameter threshold may be defined according to the content of the operation parameter, which is not limited in the embodiment of the present application.
In order to increase the recognition degree of the first mobile control area and the second mobile control area, so that the player can distinguish the two mobile control areas quickly, the first mobile control area and the second mobile control area can be respectively marked by different colors and/or characters.
Similar to the operation of controlling the player virtual character to move in the game scene in the default movement manner in the above step S302, the control of the player virtual character to run in the game scene in the above step S306 may adopt one of the following two operation manners:
(1) and determining a second moving direction according to the position of the touch point of the moving control operation in the second moving control area, and controlling the virtual character of the player to run in the game scene according to the second moving direction.
Referring to fig. 5, the player moves the touch point from the first movement control area to the second movement control area, and then changes the position of the touch point in the second movement control area by sliding a finger in the second movement control area, the touch terminal determines the duration of the touch point in the second movement control area in response to the operation, determines the direction from the position of the outline center of the second movement control area (coinciding with the position of the outline center of the first movement control area) to the position of the touch point as a second movement direction when the duration is longer than the threshold duration, and controls the virtual character of the player to run in the second movement direction in the game scene.
(2) The player avatar is controlled to run in a first predetermined direction in the game scene.
The first predetermined direction may be a current orientation of the player virtual character in the game scene, or the first predetermined direction is an opposite direction of an enemy character corresponding to the position of the player virtual character, and the like.
Similar to the above-described manner of operation of controlling the running of the player virtual character in the game scene, the above-described manner of operation of controlling the evasion of the player virtual character in the game scene may adopt one of the following two manners of operation: determining a third moving direction according to the position of the touch point in the second moving control area, and controlling the virtual character of the player to dodge in the game scene according to the third moving direction; and controlling the virtual character of the player to dodge in a second preset direction in the game scene. Since the third moving direction is similar to the second moving direction, and the second predetermined direction is similar to the first predetermined direction, please refer to the description of the related contents, which will not be described herein again.
In the method for controlling a virtual character in a game provided by the embodiment, when a player performs a movement control operation on a first movement control area, a touch terminal controls the virtual character of the player to move in a game scene in a default movement mode; when a player moves a touch point of the movement control operation from a first movement control area to a second movement control area, determining an operation parameter of the touch point in the second movement control area; if the operation parameter meets a first preset condition, controlling the virtual character of the player to run in the game scene; and if the operation parameter does not meet the first preset condition, controlling the virtual character of the player to dodge in the game scene. Adopt above-mentioned technique, through dividing two mobility control areas, on the basis of the control quantity in the reduction game interface, the player accessible one hand carries out touch operation to different mobility control areas and can control the virtual character and move according to acquiescence mobile mode, perhaps realize mobile control such as scouting and dodging, the operation degree of difficulty that the player controlled the motion of virtual character has been reduced, and then guarantee the degree of accuracy of operation control, the flexibility that the player operated in the recreation has also been improved, and then the gaming experience of player has been promoted.
In the method for controlling a virtual character in a game, in order to improve the accuracy of the movement control operation performed by the player, a hand touch control may be provided in the movement control area, and based on this, the movement control operation may be an operation that acts on the hand touch control and the hand touch control moves in accordance with the movement of the touch point. Referring to fig. 6, another graphical user interface diagram is shown, where a hand touch control (a black circle in the figure) is located in a first movement control area, a player presses the hand touch control with a finger and drags the hand touch control to change the position of the hand touch control in the first movement control area, and a touch terminal controls a virtual character of the player to move in a jogging manner in a game scene in response to the operation. Continuing with the example of fig. 6, referring to fig. 7, the player drags the hand touch control from the first movement control area to the second movement control area, and the touch terminal, in response to the operation, determines the duration of the hand touch control in the second movement control area (i.e. the stay duration of the finger of the player in the second movement control area), and determines whether the operation parameter is greater than a preset parameter threshold, if so, controls the virtual character of the player to run in the game scene, and if not, controls the virtual character of the player to dodge in the game scene.
In addition, the shape of the hand touch control and the initial position of the hand touch control in the movement control area can be defined by self according to actual needs, and the shape is not limited.
As a possible implementation manner, the movement control operations in the first movement control area and the second movement control area may be independent from each other, that is, the control of sprinting and dodging may occur in any state where the player virtual character is currently located, for example, dodging after jumping or sprinting after squatting, based on which, the present embodiment also provides another in-game virtual character control method, referring to a flowchart of another in-game virtual character control method shown in fig. 8, the execution subject of the method is the touch terminal, the game includes the player virtual character located in the game scene, the graphical user interface of the game is provided through the touch terminal, the graphical user interface includes the movement control area, and the movement control area includes the first movement control area and the second movement control area; the method comprises the following steps:
in step S802, in response to a first movement control operation applied to the first movement control area, the player virtual character is controlled to move in a default movement manner in the game scene.
Step S804, in response to a second movement control operation for the second movement control area, determining an operation parameter of a touch point of the second movement control operation in the second movement control area; wherein the operating parameter comprises at least one of: duration, track length, and operating pressure value.
The second movement control operation for the second movement control area may be an operation that acts only within the second movement control area, or an operation from the first movement control area to the second movement control area.
Step 806, if the operation parameters meet a first preset condition, controlling the virtual character of the player to run in the game scene; and if the operation parameters do not meet the first preset condition, controlling the virtual character of the player to dodge in the game scene.
The second movement control operation is only applied to the second movement control area, and the second movement control operation may be a point-touch operation or a slide operation in the second movement control area. Correspondingly, the operation parameter is the duration of the touch point staying in the second mobile control area; if the operation parameter meets the first preset condition, the duration is longer than the threshold duration, and if the operation parameter does not meet the first preset condition, the duration is shorter than or equal to the threshold duration.
Or, the second movement control operation is that the player presses the second movement control area through a finger and changes the position of the touch point in the area by sliding the finger in the area, and the touch terminal, in response to the operation, determines the duration of the touch point in the second movement control area (i.e. the stay duration of the player's finger in the second movement control area), and determines whether the duration is greater than a threshold duration, and if the duration is greater than the threshold duration, controls the player virtual character to run in the game scene, and if the duration is less than or equal to the threshold duration, controls the player virtual character to avoid in the game scene.
In addition, for brevity, the similar parts in the method to those described above are not described in detail herein.
An embodiment of the present application further provides an electronic device, as shown in fig. 9, which is a schematic structural diagram of the electronic device, where the electronic device 100 includes a processor 91 and a memory 92, the memory 92 stores computer-executable instructions capable of being executed by the processor 91, and the processor 91 executes the computer-executable instructions to implement the method for controlling a virtual character in a game.
In the embodiment shown in fig. 9, the electronic device 100 further comprises a bus 93 and a communication interface 94, wherein the processor 91, the communication interface 94 and the memory 92 are connected by the bus 93.
The Memory 92 may include a high-speed Random Access Memory (RAM) and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 94 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 93 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, or the like. The bus 93 may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 9, but this does not indicate only one bus or one type of bus.
The processor 91 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 91. The Processor 91 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method for controlling the virtual character in the game disclosed by the embodiment of the application can be directly embodied as the execution of a hardware decoding processor, or the combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory, and the processor 91 reads the information in the memory 92, and completes the steps of the in-game virtual character control method of the foregoing embodiment in combination with the hardware thereof.
The embodiment of the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method for controlling virtual characters in a game, where specific implementation may refer to the foregoing method embodiment, and details are not described herein again.
The method for controlling a virtual character in a game and the computer program product of the electronic device provided in the embodiments of the present application include a computer-readable storage medium storing a program code, where instructions included in the program code may be used to execute the method for controlling a virtual character in a game described in the foregoing method embodiments, and specific implementation may refer to the method embodiments, and will not be described herein again.
Unless specifically stated otherwise, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present application.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", and the like indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, and do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (18)

1. A method for controlling virtual characters in a game is characterized in that the game comprises player virtual characters located in a game scene, a graphical user interface of the game is provided through a touch terminal, the graphical user interface comprises a movement control area, and the movement control area comprises a first movement control area and a second movement control area; the method comprises the following steps:
controlling the player virtual character to move in the game scene in a default movement manner in response to a movement control operation acting on the first movement control area;
responding to the movement of the touch point of the movement control operation from the first movement control area to the second movement control area, and determining the operation parameters of the touch point in the second movement control area; wherein the operating parameter comprises at least one of: duration, trajectory length and operating pressure value;
if the operation parameters meet first preset conditions, controlling the virtual character of the player to run in the game scene;
and if the operation parameters do not meet the first preset condition, controlling the virtual character of the player to avoid in the game scene.
2. The method of claim 1, wherein the first movement control area is located at least partially inside an outer contour bounding area of the second movement control area.
3. The method of claim 1, wherein the step of controlling the player avatar to move in the game scene in a default movement comprises:
and controlling the virtual character of the player to move in a default movement mode in the game scene according to the position of the touch point of the movement control operation in the first movement control area.
4. The method of claim 3, wherein the step of controlling the player avatar to move in the game scene in a default movement manner according to the position of the touch point of the movement control operation in the first movement control area comprises:
determining a first moving direction according to the position of a touch point of the movement control operation in the first movement control area, and controlling the virtual character of the player to move in a default moving mode in the game scene according to the first moving direction; the default movement mode is a jogging mode.
5. The method of claim 1, wherein controlling the player avatar to run in the game scene comprises:
determining a second moving direction according to the position of the touch point in the second moving control area, and controlling the player virtual character to run in the game scene according to the second moving direction; alternatively, the first and second electrodes may be,
controlling the player virtual character to run in a first predetermined direction in the game scene.
6. The method of claim 1, wherein controlling the player avatar to evade in the game scene comprises:
determining a third moving direction according to the position of the touch point in the second moving control area, and controlling the virtual character of the player to dodge in the game scene according to the third moving direction; alternatively, the first and second electrodes may be,
controlling the player virtual character to dodge in a second predetermined direction in the game scene.
7. The method according to claim 1, wherein the operation parameter is a duration of the touch point staying in the second movement control area;
the operation parameter satisfies a first preset condition that the duration is longer than a threshold duration, and the operation parameter does not satisfy the first preset condition that the duration is shorter than or equal to the threshold duration.
8. The method according to claim 1, wherein the movement control operation is an operation acting on a hand touch control in the movement control area, the hand touch control moving following movement of a touch point.
9. The method of claim 1, wherein the first and second movement control areas are identified with different colors and/or characters, respectively.
10. A method for controlling virtual characters in a game is characterized in that the game comprises player virtual characters located in a game scene, a graphical user interface of the game is provided through a touch terminal, the graphical user interface comprises a movement control area, and the movement control area comprises a first movement control area and a second movement control area; the method comprises the following steps:
controlling the player virtual character to move in the game scene in a default movement manner in response to a first movement control operation acting on the first movement control area;
in response to a second movement control operation for the second movement control area, determining an operation parameter of a touch point of the second movement control operation in the second movement control area; wherein the operating parameter comprises at least one of: duration, trajectory length and operating pressure value;
if the operation parameters meet first preset conditions, controlling the virtual character of the player to run in the game scene;
and if the operation parameters do not meet the first preset condition, controlling the virtual character of the player to avoid in the game scene.
11. The method of claim 10, wherein the first movement control area is located at least partially inside an outer contour bounding area of the second movement control area.
12. The method of claim 10, wherein the step of controlling the player avatar to move in the game scene in a default movement comprises:
and controlling the virtual character of the player to move in a default movement mode in the game scene according to the position of the touch point of the first movement control operation in the first movement control area.
13. The method of claim 12, wherein the step of controlling the player avatar to move in the game scene in a default movement manner according to the position of the touch point of the first movement control operation in the first movement control area comprises:
determining a first moving direction according to the position of the touch point of the first movement control operation in the first movement control area, and controlling the virtual character of the player to move in a default moving mode in the game scene according to the first moving direction; the default movement mode is a jogging mode.
14. The method according to claim 10, wherein the operation parameter is a duration of the touch point staying in the second movement control area;
the operation parameter satisfies a first preset condition that the duration is longer than a threshold duration, and the operation parameter does not satisfy the first preset condition that the duration is shorter than or equal to the threshold duration.
15. The method of claim 10, wherein the step of controlling the player avatar to run in the game scene comprises:
determining a second moving direction according to the position of the touch point of the second moving control operation in the second moving control area, and controlling the player virtual character to run in the game scene according to the second moving direction; alternatively, the first and second electrodes may be,
controlling the player virtual character to run in a first predetermined direction in the game scene.
16. The method of claim 10, wherein the step of controlling evasion of the player avatar in the game scene comprises:
determining a third moving direction according to the position of the touch point of the second moving control operation in the second moving control area, and controlling the virtual character of the player to avoid in the game scene according to the third moving direction; alternatively, the first and second electrodes may be,
controlling the player virtual character to dodge in a second predetermined direction in the game scene.
17. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 16.
18. A computer-readable storage medium having stored thereon computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any of claims 1 to 16.
CN202111350018.0A 2021-11-15 2021-11-15 Method for controlling virtual role in game and electronic equipment Pending CN114011063A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024037154A1 (en) * 2022-08-18 2024-02-22 腾讯科技(深圳)有限公司 Method and apparatus for controlling virtual object, and terminal, storage medium and program product

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024037154A1 (en) * 2022-08-18 2024-02-22 腾讯科技(深圳)有限公司 Method and apparatus for controlling virtual object, and terminal, storage medium and program product

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