CN115518380A - Method and device for controlling game role, computer equipment and storage medium - Google Patents

Method and device for controlling game role, computer equipment and storage medium Download PDF

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Publication number
CN115518380A
CN115518380A CN202211255721.8A CN202211255721A CN115518380A CN 115518380 A CN115518380 A CN 115518380A CN 202211255721 A CN202211255721 A CN 202211255721A CN 115518380 A CN115518380 A CN 115518380A
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China
Prior art keywords
virtual
game
shelter
control
virtual shelter
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CN202211255721.8A
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Chinese (zh)
Inventor
麦冠强
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202211255721.8A priority Critical patent/CN115518380A/en
Publication of CN115518380A publication Critical patent/CN115518380A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04842Selection of displayed objects or displayed text elements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/0486Drag-and-drop
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
    • 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
    • A63F2300/8076Shooting

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

Abstract

The embodiment of the application discloses a method, a device, computer equipment and a storage medium for controlling game roles; the embodiment of the application responds that the positions of the game role and the first virtual shelter meet a preset first position relation, and a squatting control is displayed; responding to a first touch operation aiming at the squat control, and controlling the game role to enter the first virtual shelter for squat; when the game role crouches behind the first virtual shelter, responding to a second touch operation aiming at the crouching control, and displaying a switching rocker in the graphical user interface; responding to dragging operation of the switching rocker towards a first direction, and determining a second virtual shelter corresponding to the first direction; controlling the game role to switch from the first virtual shelter to the second virtual shelter for squatting. Therefore, the scheme can simplify the interaction process and improve the efficiency so as to increase the retention rate of the user and reduce the idle consumption of the server.

Description

Method and device for controlling game role, computer equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for controlling a game role, a computer device, and a storage medium.
Background
In recent years, with the development of game technology, game contents are more diversified, and daily life of users is gradually enriched. In the game scene of some games, a user can control game characters to perform operations such as moving, aiming, shooting, skill releasing, hiding and the like. Particularly in the game scene of a shooting game, a user can control game characters to hide in a virtual shelter so as to avoid the attack of enemy game characters, and can also control the game characters to move among different shelters.
However, in the prior art, users are usually required to perform multiple interaction processes to control the game character to move between different shelters, for example, the user needs to determine the shelter to go to in the game scene first and then control the game character to move to the shelter, which results in a complex and inefficient interaction process for controlling the game character to move between different shelters.
Disclosure of Invention
The embodiment of the application provides a method and a device for controlling game roles, computer equipment and a storage medium, so that the interaction process can be simplified, and the efficiency can be improved.
The embodiment of the application provides a method for controlling game characters, a terminal provides a graphical user interface, the content displayed by the graphical user interface comprises at least part of a game scene, game characters positioned in the game scene, a first virtual shelter and a second virtual shelter, and the method comprises the following steps: responding that the positions of the game role and the first virtual shelter meet a preset first position relation, and displaying a squatting control; responding to a first touch operation aiming at the squat control, and controlling the game role to enter the first virtual shelter for squat; when the game role squats behind the first virtual shelter, responding to a second touch operation aiming at the squat control, and displaying a switching rocker in the graphical user interface; responding to the dragging operation of the switching rocker towards a first direction, and determining a second virtual shelter corresponding to the first direction; controlling the game role to switch from the first virtual shelter to the second virtual shelter for squatting.
The embodiment of the present application further provides a device for controlling a game character, a terminal provides a graphical user interface, and the content displayed by the graphical user interface includes at least a part of a game scene, a game character located in the game scene, a first virtual bunker, and a second virtual bunker, the device includes: the display unit is used for responding that the positions of the game role and the first virtual shelter meet a preset first position relation and displaying a squatting control; the control unit is used for responding to a first touch operation aiming at the squat control and controlling the game role to enter the first virtual shelter for squat; the display unit is also used for responding to a second touch operation aiming at the squat control when the game role squats behind the first virtual shelter and displaying a switching rocker in the graphical user interface; the determining unit is also used for responding to the dragging operation of the switching rocker towards a first direction and determining a second virtual shelter corresponding to the first direction; and the control unit is also used for controlling the game role to be switched from the first virtual shelter to the second virtual shelter for squatting.
The embodiment of the application also provides computer equipment, which comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to perform the steps of any of the methods for controlling a game character provided by the embodiments of the present application.
Embodiments of the present application further provide a computer-readable storage medium, where multiple instructions are stored, and the instructions are suitable for being loaded by a processor to perform steps in any method for controlling a game character provided in an embodiment of the present application.
The embodiment of the application can respond that the positions of the game role and the first virtual shelter meet a preset first position relation, and display a squatting control; responding to a first touch operation aiming at the squat control, and controlling the game role to enter the first virtual shelter for squat; when the game role crouches behind the first virtual shelter, responding to a second touch operation aiming at the crouching control, and displaying a switching rocker in the graphical user interface; responding to dragging operation of the switching rocker towards a first direction, and determining a second virtual shelter corresponding to the first direction; controlling the game role to switch from the first virtual shelter to the second virtual shelter for squatting.
In this application, through the second touch-control operation to the controlling part of squatting, the switching rocker that the exhalation is used for switching virtual bunker, through the drag operation to switching rocker, can control the game role fast and switch as to the virtual bunker of second that corresponds with drag operation and squat. In the process, the user does not need to determine the second virtual shelter to go to or move to the second virtual shelter in the game scene in advance to switch the shelters, so that the interaction process can be simplified, the efficiency is improved, the retention rate of the user is increased, and the idle consumption of the server is reduced.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1a is a schematic view of a scene of a method for controlling a game character according to an embodiment of the present application;
FIG. 1b is a schematic flow chart of a method for controlling a game character according to an embodiment of the present application;
FIG. 1c is a schematic diagram of an interface displaying a squat control provided by an embodiment of the present application;
FIG. 1d is a schematic diagram of an interface for displaying a toggle bar according to an embodiment of the present disclosure;
FIG. 1e is a schematic diagram of a preset distance range provided by an embodiment of the present application;
FIG. 1f is a schematic diagram of an interface displaying a movable path according to an embodiment of the present application;
FIG. 1g is a schematic diagram of a switching rocker provided in an embodiment of the present application;
FIG. 1h is a schematic diagram illustrating a joystick according to an embodiment of the present disclosure;
FIG. 1i is a schematic diagram illustrating a trace of a drag operation on a switching rocker according to an embodiment of the present disclosure;
FIG. 2a is a schematic flow chart diagram of a method for controlling a game character according to another embodiment of the present application;
FIG. 2b is a schematic diagram of a display switch rocker according to an embodiment of the present disclosure;
FIG. 3 is a schematic structural diagram of a device controlled by a game character according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. 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.
Before explaining the embodiments of the present application in detail, some terms related to the embodiments of the present application will be explained.
In which the terms "first", "second", and the like, as used herein, may be used herein to describe various concepts, but these concepts are not limited by these terms unless otherwise specified. These terms are only used to distinguish one concept from another. For example, at least one user may be an integer number of users greater than or equal to one, such as one user, two users, three users, and the like. The plurality of users means two or more, for example, the plurality of users may be any integer number of users greater than or equal to two, such as two users, three users, and the like.
Wherein, the game scene is as follows: is a game scene that is displayed (or provided) by an application program when the application program runs on a terminal. The game scene can be a simulation environment of a real world, can also be a semi-simulation semi-fictional virtual environment, and can also be a pure fictional virtual environment. The game scene may be any one of a two-dimensional game scene, a 2.5-dimensional game scene, or a three-dimensional game scene, and the dimension of the game scene is not limited in the embodiment of the present application. For example, a game scene may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and a user may control game characters to move in the game scene.
Virtual object: refers to an object used to simulate a character or animal in a game scene. The virtual object may be a virtual character, a virtual animal, an animation character, or the like. For example, characters, animals displayed in a game scene. The virtual object may be an avatar in the game scene that is virtual to represent the user. A plurality of virtual objects can be included in the game scene, and each virtual object has a shape and a volume in the game scene and occupies a part of the space in the game scene. The activity of the virtual object may include: adjusting body posture, crawling, walking, running, riding, flying, jumping, aiming using a virtual sight, shooting, driving, picking up, attacking, throwing, and releasing skills, etc.
In some embodiments, the virtual object may be a user character, i.e., a game character, controlled by operations on the terminal. In some implementations, the virtual object can be a virtual character playing a game in a game scene. In some embodiments, the number of virtual objects participating in interaction in the game scene may be preset, or may be dynamically determined according to the number of terminals participating in interaction.
In some embodiments, the content displayed in the graphical user interface comprises, at least in part, a game scene, wherein the game scene comprises at least one game character.
In some embodiments, the virtual objects in the game scene include a user-manipulated game Character (Player Character) and a system-preset controlled, non-user-manipulated game Character (Non-Player Character, NPC).
In this embodiment, the game character may be a virtual character controlled by the user through an operation on the client. In some implementations, the game character can be a virtual character that plays a game in a game scene. In some embodiments, the number of game characters participating in the interaction in the game scene may be preset, or may be dynamically determined according to the number of clients participating in the interaction.
Virtual bunker: refers to a virtual object in the game scene that can be used for occlusion. The virtual shelter may be a virtual building, a virtual rock, a virtual tree, a virtual trench, a virtual prop, or the like. For example, on a shooting game, the user can control the game character to shoot, and simultaneously control the game character to hide behind a virtual shelter such as a virtual building, a virtual rock, a virtual tree, a virtual trench or a virtual prop so as to influence the shooting view of the enemy character.
A game interface: the interface is an interface corresponding to an application program provided or displayed through a graphical user interface, the interface comprises a graphical user interface and a game picture for interaction of a user, and the game picture is a picture of a game scene.
In some embodiments, game controls (e.g., skill controls, movement controls, character control controls, and functionality controls such as backpack controls, chat controls, system setup controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information presentation areas (e.g., number of clicks, game time, etc.) may be included in the game interface.
The embodiment of the application provides a method and a device for controlling game roles, computer equipment and a storage medium.
The apparatus for controlling a game character may be specifically integrated in an electronic device, and the electronic device may be a terminal, a server, or other devices. The terminal can be a mobile phone, a tablet Computer, an intelligent bluetooth device, a notebook Computer, or a Personal Computer (PC), and the like; the server may be a single server or a server cluster composed of a plurality of servers.
In some embodiments, the method for controlling the game role can be operated on the terminal device or the server. The terminal device may be a local terminal device. When the method for controlling the game role runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game running mode, the running main body of the game program and the game picture presenting main body are separated, the storage and running of the game role control method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a terminal, a television, a computer, a palm computer and the like; however, the terminal device performing role control is a cloud game server in the cloud. When a game is played, a user operates the client device to send an operation instruction, such as an operation instruction of touch operation, to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as a game picture and the like are encoded and compressed and returned to the client device through a network, and finally, the client device decodes the data and outputs the game picture.
In some embodiments, the server may also be implemented in the form of a terminal.
In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with a user through a graphical user interface, namely, a game program is downloaded and installed and operated through the electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the user may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the user by holographic projection. By way of example, the local terminal device may include a display screen for presenting a graphical user interface including game screens and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen. The user can operate on the interface through an input device such as a touch screen, a mouse, a keyboard, or a joystick.
In some embodiments, the server may also be implemented in the form of a terminal.
For example, referring to fig. 1a, in some embodiments, a scene schematic of a game character control system is provided, which can implement a method of game character control. In this scenario, terminal 1000, game server 2000, and network 3000 may be included. Providing a graphical user interface through the terminal, wherein the content displayed by the graphical user interface comprises at least part of a game scene, game characters positioned in the game scene, a first virtual shelter and a second virtual shelter.
The terminal can be used for responding that the positions of the game role and the first virtual shelter meet a preset first position relation and displaying a squatting control; responding to a first touch operation aiming at the squat control, and controlling the game role to enter a first virtual shelter for squat; when the game role squats behind the first virtual shelter, responding to a second touch operation aiming at a squat control, and displaying a switching rocker in a graphical user interface; responding to the dragging operation of the switching rocker towards the first direction, and determining a second virtual shelter corresponding to the first direction; and controlling the game role to switch from the first virtual shelter to the second virtual shelter to squat.
The game server may be configured to obtain data for a game played by a user at the terminal. The network is used for data transmission between the server and the terminal, and the network may be a wireless network or a wired network, such as a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2d network, a 3G network, a 4G network, a 5G network, and the like.
The following are detailed below. It is understood that in the embodiments of the present application, data related to a user, such as a touch operation, a drag operation, etc., needs to be approved or approved by the user when the embodiments of the present application are applied to a specific product or technology, and the collection, use and processing of the related data need to comply with related laws and regulations and standards of related countries and regions.
In this embodiment, a method for controlling a game character is provided, where the method provides a graphical user interface through a terminal, and content displayed by the graphical user interface includes at least a part of a game scene, a game character located in the game scene, and a first virtual shelter and a second virtual shelter, as shown in fig. 1b, a specific flow of the method for controlling a game character may be as follows:
110. and responding that the positions of the game role and the first virtual shelter meet the preset first position relation, and displaying the squatting control.
Wherein, the first virtual shelter can be used for indicating a virtual shelter which can be used for squatting of game roles in a game scene.
Wherein, the control of squatting can refer to the control that can be used for controlling the recreation persona to squat.
The preset first position relationship may refer to a relationship representing a relative position between the game character and the virtual shelter, and for example, the preset first position relationship may include information such as a distance and an orientation. The relative position can be a relative position in a game scene, a relative position in a game interface, and the like.
Optionally, the preset first position relationship may be that the first virtual shelter is located within a preset distance range of the game character, or that the first virtual shelter is located within a visual field range of the game character. The preset distance range may be a preset distance range determined according to the position of the game character, and the size and shape of the preset distance range may be set according to actual needs, for example, the preset distance range may be a sector area with a preset angle, or a circular area with a preset radius.
For example, as shown in fig. 1c, in a game scene, a game character is located in a standing posture in the game scene, and when a virtual shelter, such as virtual shelter a in the figure, located within a preset distance range of the game character is detected in the game scene, a squat control can be displayed on the game interface.
120. And responding to the first touch operation aiming at the squat control, and controlling the game role to enter the first virtual shelter for squat.
The first touch operation may refer to a touch operation on the squat control. The first touch operation may include, but is not limited to, touch, drag, stroke, long press, short press, double click, end drag, slide, and the like, and the user may perform the first touch operation through an input device such as a touch screen, a mouse, a keyboard, or a joystick, depending on the game operation method or the game specific setting.
For example, through touch operation of the squat control, the game character can be controlled to move to a squat area of the first virtual shelter and squat behind the first virtual shelter in a squat posture.
The squat area can refer to a preset area located around the virtual shelter and used for squat, and the embodiment of the application does not limit the specific form of the squat area. It is understood that when a game character squats in a squat area of the virtual shelter, the game character squats behind the virtual shelter, and the virtual shelter can block the view of the game character or other game characters. When the game role is located in the squatting area of the virtual shelter, the rocker can be switched through the touch posture, and the posture of the game role is controlled to be switched between the squatting posture and the initial posture. Initial gesture can be including standing, gesture such as aim, and the gesture of crouching can be for half squatting, squat down, the gesture such as crouching, specifically can set for the setting according to the recreation.
130. And when the game role squats behind the first virtual shelter, responding to a second touch operation aiming at the squat control, and displaying a switching rocker in the graphical user interface.
The second touch operation may refer to a control for displaying a toggle joystick. The second touch operation may include, but is not limited to, touch, drag, swipe, long-press, short-press, double-click, end-drag, slide, and the like, and the user may perform the second touch operation through an input device such as a touch screen, a mouse, a keyboard, or a handle, depending on a game operation method or a game specific setting.
It can be understood that the squat control can respond to a first touch operation and a second touch operation, and the operation modes of the first touch operation and the second touch operation can be the same or different, where the first touch operation is a touch operation for controlling a game character to squat, and the second touch operation is a touch operation for displaying a switching rocker. Therefore, the squatting control has various different functions, the game interface can be simplified, the excessive number of controls on the interface is avoided, the false touch is easy to occur, the user experience is improved, the user retention rate is increased, and the server idle consumption is reduced.
Optionally, in order to avoid the false touch, the first touch operation and the second touch operation for the squat control are different in operation mode. For example, the first touch operation may be a short press, and the second touch operation may be a long press.
Wherein, the switching rocker can be used for switching the control of the virtual shelter squated by the game role. The toggle rocker may include one or more response regions, each response region corresponding to a control direction. In practical applications, the switching rocker may be embodied in different forms, and the embodiment of the present application does not limit the specific form of the switching rocker. For example, the switching rocker may be a direction key including four keys, an upper key, a lower key, a left key, a right key, and a left key, and each direction key may be a response area. And as the switching rocker can also be a wheel disc type control comprising a chassis and a rocker, the chassis can be divided into a plurality of response areas along different directions, and the like.
Alternatively, all or part of the control directions of the switching rocker can correspond to one or more virtual shelters, and in general, the virtual shelters corresponding to different control directions are different. For example, as shown in fig. 1D, the virtual shelter B and the virtual shelter C correspond to the upper direction key of the switching rocker, the virtual shelter D corresponds to the left direction key of the switching rocker, and the right direction key and the lower direction key of the switching rocker do not correspond to the virtual shelter.
In some embodiments, the squat control can be switched to a toggle to simplify the graphical user interface and avoid mistakenly touching the squat control. Specifically, the displaying a switching rocker in the graphical user interface in response to a second touch operation for the squat control may include:
and responding to a second touch operation aiming at the squat control, and switching the squat control into a switching rocker.
In some implementations, a virtual bunker located in the associated area of the game character may be determined as a third virtual bunker, such that a second virtual bunker may be determined based on the third virtual bunker. Specifically, the method for controlling a game character may further include:
a third virtual bunker within the associated zone of the game character is determined.
The association area of the game character may include at least one of an area determined by a current visual range of the game character, an area determined by a preset distance range of the first virtual shelter, and an area determined by a preset distance range of the game character.
The current visual field range may refer to a visual range of the game character in the game scene at the current time. If the view range is a view angle in the game scene, the size of the view range may be set according to actual needs, and the view angle in the game scene may be different, for example, the view angle in the game scene may be a first person view angle or a third person view angle.
The preset distance range may refer to a region range determined in a game scene according to the preset distance.
For example, the area determined by the current visual field range of the game character may be an area entirely or partially covered by the visual field direction of the game character, the area determined by the preset distance range of the first virtual shelter may be an area with a preset distance at the center of the first virtual shelter, and the area determined by the preset distance range of the game character may be an area with a preset distance at the center of the game character. The size and shape of the preset distance range can be set according to actual needs, and for example, the preset distance range can be a circular area with a preset radius or a sector.
Optionally, determining a third virtual bunker within the association zone of the game character may include:
determining a third virtual shelter in the current visual field range of the game role, wherein the third virtual shelter is a switchable virtual shelter;
alternatively, the first and second electrodes may be,
and determining a third virtual shelter within the preset distance range of the game role.
In some embodiments, a third virtual shelter may be determined according to the virtual shelters and the virtual center-of-focus distance of the game character, so as to quickly determine a unique third virtual shelter in the associated area, thereby improving the efficiency of determining the third virtual shelter. Specifically, the third virtual shelter is the virtual shelter closest to the virtual center of gravity within the associated area of the game character.
For example, the association area may be a field of view of a game character and the virtual centroid may refer to the centroid used for aiming in the game scene. Such as a virtual ray that may be emitted by the point of sight origin of a game character.
For example, the world coordinate system may be converted into a local coordinate system centered on the game character, the local coordinate system being a coordinate system with the object itself as the origin, and a coordinate system that can indicate the relative position and direction between the objects. Thus, the coordinate position of the virtual shelter in the world coordinate system can be converted into the coordinate position in the local coordinate system, and the relative position of the virtual shelter relative to the game role can be determined according to the converted coordinate position. After the relative position is determined, the relative position may be matched to the response regions of the joystick, and a virtual shelter matching the relative position information to any one of the response regions is determined to have an association with the draggable direction, e.g., a virtual shelter at the same orientation as the response region has an association with the draggable direction, which is the third virtual shelter.
For another example, a third virtual shelter corresponding to the response area may be determined according to the virtual shelter and the relative position of the game character on the game interface, so as to increase the consistency of the response area and the direction pointed by the relative position from the perspective of visual perception of the user, and facilitate the user to select a corresponding direction of the joystick according to the content displayed on the game interface, so as to improve the user experience, increase the user retention rate, and reduce the server idle consumption. The spatial coordinates may refer to coordinates in a world coordinate system of the game and the display coordinates may refer to coordinates in a screen coordinate system. The screen coordinate system may refer to a coordinate system of a terminal screen, i.e., a graphical user interface. For example, the spatial coordinates of the virtual shelter and the game character in the world coordinate system can be converted into the display coordinates in the screen coordinate system, and then the relative positions of the virtual shelter and the game character in the graphical user interface can be determined according to the display coordinates.
For example, the switching rocker has n response regions, and if the switchable region is a region range in a game scene, the associated region with a game role as a center can be divided into n switchable regions along a horizontal plane in a local coordinate system; if the switchable region is a region range in the graphical user interface, the association region centered on the game character may be divided into n switchable regions in the screen coordinate system. The n switchable regions obtained by division correspond to a sector region respectively, and the included angles of the sector regions corresponding to each direction can be the same or different. The n switchable regions obtained by dividing the view direction of the game character correspond to the n response regions one to one, and the virtual shelter located in the switchable region can be determined as a third virtual shelter corresponding to the response region corresponding to the switchable region.
If there are multiple virtual shelters in any switchable area, the virtual shelter closest to the game character in the multiple virtual shelters can be determined as the third virtual shelter in the direction of the control corresponding to the switching range.
As shown in fig. 1e, the preset distance range may include four switchable regions located in front of, behind, left of, and right of the game character, each switchable region may be a sector region of 90 °, and the switchable region where the virtual shelter is located may be determined according to the coordinate position of the virtual shelter in the local coordinate system, for example, the switchable region where the virtual shelter B and the virtual shelter C are located in front, and the virtual shelter B and the virtual shelter C may be associated with the response region above the switching rocker.
In some embodiments, the switchable virtual bunker can be identified, so that a user can observe the switchable virtual bunker in a game scene conveniently, the user experience is improved, the user retention rate is increased, and the idle consumption of the server is reduced. Specifically, the method for controlling a game character may further include:
and responding to a second touch operation aiming at the squatting control, and identifying a third virtual shelter in the association area of the game role, wherein the third virtual shelter is a switchable virtual shelter.
The manner in which the third virtual bunker is identified may include, but is not limited to, displaying the third virtual bunker in the first display mode, displaying a movable path pointing to the third virtual bunker, and the like. The first display mode may include any one of the following display modes: reduced transparency, improved color saturation, color switching, highlighting, outlining, addition of prominent identification, and the like. Wherein, the addition of the highlighted identifier can be the addition of identifiers such as asterisks, dots, triangles, head portraits and the like on or near the associated virtual shelter surface. As shown in FIG. 1D, the identification of virtual mask C and virtual mask D associated with the control direction is displayed in the game scene.
In some embodiments, a squat logo may be displayed in an associated area of the third virtual bunker to highlight the location of the third virtual bunker. Specifically, identifying a third virtual bunker within the association area of the game character may include:
a squat logo is displayed in an associated area of the third virtual bunker.
For example, a squat logo may be displayed near or on top of the third virtual bunker.
In some implementations, the third virtual bunker may be highlighted by weakening the game scene or other virtual object. Specifically, identifying a third virtual bunker within the association area of the game character may include:
adjusting a visibility of the adjustable object to highlight the third virtual bunker, the adjustable object including at least one of a game scene associated with the third virtual bunker, a virtual object associated with the third virtual bunker, and a control of the graphical user interface display.
The game scene associated with the third virtual bunker may refer to a game scene located in a preset range of the third virtual bunker in the game scene or the game interface, and the preset range may be set in the game scene or the game interface according to actual needs. The virtual object associated with the third virtual bunker may include a virtual object located within a predetermined range of the associated virtual bunker in the game scene or game interface. A control in a graphical user interface may refer to a control in a graphical user interface.
Alternatively, the control in the graphical user interface may refer to other controls in the graphical user interface besides the toggle rocker, for example, a movement control, a crouch control, and the like.
Methods of adjusting the visibility of an adjustable object may include setting the adjustable object to be invisible, adjusting the transparency of the adjustable object, and so on. For example, in a graphical User Interface, displayed mobile controls, squat controls, and the like may possibly obscure an associated virtual shelter or hide a game scene, and at this time, UIs (User interfaces) of the controls may be set to be invisible, or the transparency of the controls may be adjusted to 100% so as to make the controls invisible, or the transparency of the controls may be adjusted to 50% so as to fade the display effect of the controls.
In some embodiments, a movable path corresponding to the third virtual bunker may be displayed to assist a user in making a decision, improve interaction efficiency, improve user experience, increase user retention rate, and reduce server idle consumption. Specifically, identifying a third virtual bunker within the association area of the game character may include:
a movable path of the game character from the current location to the third virtual bunker is identified.
The movable path may be the shortest path from the current position of the game character to the third virtual shelter, or may be a path set according to actual needs. For example, a path of movement from the current location of the game character to the current location of the game character in the game scene may be determined by a path search algorithm and displayed in a graphical user interface to assist a user in making a decision to select a virtual shelter to move to.
In some embodiments, when the game character squats behind the first virtual shelter, the posture of the game character can be adjusted through the touch squat control. The method for controlling the game character can also comprise the following steps:
and when the game role squats behind the first virtual shelter, responding to a third touch operation aiming at the squat control, and controlling the game role to stand.
The third touch operation may refer to an operation for adjusting the posture of the game character. The third touch operation may include, but is not limited to, touch, drag, swipe, long-press, short-press, double-click, end-drag, slide, and the like, and the user may perform the third touch operation through an input device such as a touch screen, a mouse, a keyboard, or a handle, depending on a game operation method or a game specific setting.
For example, when the game character lies on the crouch area of the first virtual shelter, the posture of the game character can be changed to stand by clicking the crouch control. In this way, the squat control may adjust the posture in response to the clicking operation. The third touch operation may be the same as or different from the first touch operation and the second touch operation.
140. And responding to the dragging operation of the switching rocker towards the first direction, and determining a second virtual shelter corresponding to the first direction.
Wherein, the first direction is any dragging direction of the switching rocker. The second virtual bunker is a virtual bunker corresponding to the first direction. For example, the second virtual bunker may be a third virtual bunker located in the switchable region corresponding to the first direction.
For example, the switching rocker may include a rocker and a chassis, which may include multiple response zones. As shown in fig. 1g, the switching rocker may include a response region 1 to a response region 4, and the response region 1 to the response region 4 correspond to the switching direction, i.e. up, down, left, and right, respectively. The user controls the rocker to drag to any response area in any direction, namely, the user selects any response area, and when the user selects any response area or finishes touch operation, the user can control the game role to move from the first shelter to the squat area of the second virtual shelter corresponding to any response area.
In some embodiments, the rocker is highlighted in response to being dragged to a boundary of the chassis. The highlighting manner may include transparency reduction, color saturation improvement, color switching, highlighting, outlining, highlighting, and the like. As shown in fig. 1h, when the rocker is slid to the topmost end of the chassis, a circle marker may be displayed where the rocker is located.
In some embodiments, the virtual bunker may be determined based on a field of view range or a preset distance range of the game character. Specifically, determining a second virtual bunker corresponding to the first direction may include:
determining a second virtual shelter corresponding to the first direction in the current visual field range of the game role;
alternatively, the first and second electrodes may be,
and determining a second virtual shelter corresponding to the first direction within the preset distance range of the game role.
For example, a virtual shelter located in a first direction within the current visual field of the game character or located in a first direction within a preset distance range may be directly used as the second virtual shelter. For another example, if a third virtual bunker is determined based on the response region of the switch rocker before the second virtual bunker corresponding to the first direction is determined, the third virtual bunker corresponding to the response region pointed by the first direction may be used as the second virtual bunker.
In some embodiments, a third virtual bunker corresponding to the dragging direction may be selected as the second virtual bunker according to the dragging operation of the switching rocker, so that the second virtual bunker may be controlled to move along the movable path for identifying the virtual bunkers. Specifically, the second virtual bunker and the third virtual bunker are the same virtual bunker;
controlling a game character to squat from a first virtual shelter to a second virtual shelter may include:
and controlling the game role to move to the second virtual shelter from the back of the first virtual shelter along the movable path to squat.
For example, after a third virtual bunker corresponding to the first direction is set as the second virtual bunker, the game character can be controlled to move to the virtual bunker along a movable path corresponding to the third virtual bunker for squatting.
In some embodiments, in order to simplify the graphical user interface and avoid false touches, after controlling the game character to switch from the first virtual shelter to the second virtual shelter for squatting, the method may further include:
hide the switching rocker.
In a game scene, especially in a shooting game scene, a plurality of virtual objects such as friend game characters, enemy game characters, virtual buildings, virtual props and the like are often present, the plurality of virtual objects may be dispersed at different positions of the game scene, and the virtual objects may be mutually shielded. In the embodiment of the application, through the second touch operation to the widget of squatting, the switching rocker that the exhalation is used for switching the virtual bunker, through the operation of dragging to the switching rocker, can control the game role fast and switch as to the virtual bunker of second that corresponds with the operation of dragging and squat. In the process, the user does not need to determine the second virtual shelter to go to or move to the second virtual shelter in the game scene in advance to switch the shelters, so that the interaction process can be simplified, the efficiency is improved, the retention rate of the user is increased, and the idle consumption of the server is reduced.
In some embodiments, since different response regions of the switch rocker may correspond to different second virtual shelters, in order to avoid a user misselecting a second virtual object due to a wrong operation, a drag operation on the switch rocker may be performed, and a direction pointed last may be determined as the first direction. Specifically, in response to a drag operation for the switching rocker toward the first direction, determining a second virtual bunker corresponding to the first direction may include:
responding to the dragging operation aiming at the switching rocker, and determining the last pointing direction of the dragging operation as a first direction;
a second virtual bunker corresponding to the first direction is determined.
For example, as shown in FIG. 1D, the response region of the switch rocker may be associated with virtual shelter C and virtual shelter D in the game scene. The dragging operation is executed on the switching rocker, the operation track is determined as shown in fig. 1i, when a user touches the switching rocker, the user can touch an upper direction key of the switching rocker first, and sequentially slides to a lower direction key and a right direction key from the upper direction key in a state of keeping touch, then touch is released, and in the operation process of the user, the last touch direction key, namely a virtual shelter corresponding to the right direction key, can be determined as a second virtual shelter.
Optionally, if the user sequentially touches multiple response areas during the dragging process of the switching rocker, a second virtual bunker corresponding to the response area may be identified according to each touch on the response area, so as to assist the user in making a decision, improve interaction efficiency, and improve user experience. Specifically, the method for controlling a game character may further include:
in the process of dragging operation aiming at the switching rocker, determining a real-time response area corresponding to the dragging operation;
and identifying a second virtual shelter corresponding to the real-time response area.
Optionally, a corresponding moving path may be displayed, so that moving paths corresponding to different switching directions may be displayed along with the operation of the user. Specifically, identifying the second virtual bunker corresponding to the real-time response region may include:
and displaying a moving path from the current position of the game character to a second virtual shelter corresponding to the real-time response area.
The real-time response area may refer to a response area corresponding to a position to which the drag operation is dragged in real time.
When the user drags the joystick to the upper response area, as shown in fig. 1f, the virtual shelter C at a closer distance is the second virtual shelter and displays the moving path to the virtual shelter C, when the lower direction key is touched, the moving path is not displayed because there is no associated virtual shelter, and when the left direction key is touched, the virtual shelter D is the second virtual shelter and displays the moving path to the virtual shelter D.
In practical applications, the display modes of the movable path from the current position of the game character to the third virtual shelter and the movable path from the current position of the game character to the second virtual shelter may be different or the same. The method of determining the movable path may be the same.
Optionally, the second virtual bunker may be displayed in a second display manner, so that the user can observe the second virtual bunker in the game scene, the user experience is improved, the user retention rate is increased, and the server idle consumption is reduced. Specifically, identifying the second virtual bunker corresponding to the real-time response region may include:
and displaying the target second virtual shelter in a second display mode.
For example, if the associated virtual bunker is displayed with the highlighting added, when the associated virtual bunker is determined as the second virtual bunker, the display mode of the virtual bunker can be changed rapidly by adjusting the original highlighting of the virtual bunker, such as decreasing the transparency, increasing the color saturation, switching the color, highlighting, tracing, etc., so as to display the target second virtual bunker in the second display mode. For example, as shown in FIG. 1f, the display of the virtual shelter C is adjusted.
In some embodiments, the second touch operation on the squat control and the dragging operation of the switching rocker towards the first direction can be set as continuous operations, so that only the continuous touch operations are identified, and the situation that a user touches the switching rocker or the squat control by mistake can be avoided.
For example, the display switching rocker can be triggered by touching the squat control, and the display switching rocker can slide to a response area of any switching direction of the switching rocker from the current touch position in a state of keeping touch.
150. And controlling the game role to switch from the first virtual shelter to the second virtual shelter to squat.
For example, when the user performs a drag operation to start being performed or the user ends the drag operation, the game character may be controlled to move from the first shelter to a squat area of the second virtual shelter corresponding to the first direction.
In some embodiments, prior to controlling the game character to crouch from the first virtual shelter to the second virtual shelter, the method further comprises:
determining an end of the drag operation.
For example, after the user touches the joystick with a finger and drags the joystick to any one of the response areas of the switching chassis, when the user's finger releases the touch on the joystick, the game character may move along the movable path from the current position to the crouch area of the second virtual shelter and crouch at the crouch area of the second virtual shelter.
The scheme for controlling the game role provided by the embodiment of the application can be applied to various game scenes. For example, taking a shooting game as an example, responding that the positions of the game role and the first virtual shelter meet a preset first position relationship, and displaying a squatting control; responding to a first touch operation aiming at the squat control, and controlling the game role to enter a first virtual shelter for squat; when the game role squats behind the first virtual shelter, responding to a second touch operation aiming at a squat control, and displaying a switching rocker in a graphical user interface; and responding to the dragging operation of the switching rocker towards the first direction, determining a second virtual shelter corresponding to the first direction, and controlling the game role to switch from the first virtual shelter to the second virtual shelter for squatting.
In the embodiment of the application, through the second touch operation to the widget of squatting, the switching rocker that the exhalation is used for switching the virtual bunker, through the operation of dragging to the switching rocker, can control the game role fast and switch as to the virtual bunker of second that corresponds with the operation of dragging and squat. In the process, the user does not need to determine the second virtual shelter to go to or move to the second virtual shelter in the game scene in advance to switch the shelters, so that the interaction process can be simplified, the efficiency is improved, the retention rate of the user is increased, and the idle consumption of the server is reduced.
The method described in the above embodiments is further detailed below.
In this embodiment, the method of the embodiment of the present application will be described in detail by taking a shooting game as an example.
As shown in fig. 2a, a graphical user interface is provided by a terminal, where the content displayed by the graphical user interface includes at least a part of a game scene, game characters located in the game scene, a first virtual shelter and a second virtual shelter, and a specific flow of a method for controlling the game characters is as follows:
210. and responding that the positions of the game role and the first virtual shelter meet the preset first position relation, and displaying the squatting control.
For example, if there is a virtual shelter within the preset distance range of the game character, the virtual shelter may be used as a first virtual shelter, and the squat control may be displayed on the graphical user interface of the terminal.
220. And responding to a first touch operation of the squat control, and controlling the game role to enter a first virtual shelter for squat.
For example, by pressing the squat control for a short time, the game character can be controlled to automatically move from the current position to the squat area of the first virtual shelter for squat. When the game role is located in the squatting area of the first virtual shelter, if the user presses the squatting control for a short time again, the posture of the game role can be adjusted to be standing.
230. And when the game role crouchs behind the first virtual shelter, responding to a second touch operation on the crouching control, identifying a third virtual shelter in the association area of the game role, and displaying a switching rocker.
For example, as shown in fig. 2b, when a game character squats in a squat area of a first virtual shelter, if a user presses a squat control for a long time, a mark may be added to a third virtual shelter in a game scene, and a switching rocker may be displayed on a graphical user interface, where the switching rocker may include a rocker and a chassis.
240. And responding to the dragging operation of the switching rocker towards the first direction, and determining a second virtual shelter corresponding to the first direction.
And the second touch operation on the squatting control and the dragging operation in the first direction of the switching rocker are continuous operations. For example, as shown in fig. 2b, in a state where the user presses the squat control with a finger for a long time, a switching rocker including a response area 1 to a response area 4 may be displayed around the squat control, the finger may be dragged to slide from the rocker area to any response area on the switching rocker chassis, and the third virtual shelter corresponding to the response area is determined as the second virtual shelter. At the same time, the display mode of the logo of the second virtual bunker in the graphical user interface can also be changed, such as changing the color of the logo from blue to red.
250. And identifying a movable path of the game character from the current position to the second virtual shelter.
For example, when the user drags a finger to any one of the response areas on the toggle chassis, a movable path from the current position of the game character to the second virtual shelter corresponding to the response area may be displayed. If the user drags the finger to another response area, the movable path from the current position of the game role to the squatting area of the second virtual shelter corresponding to the response area can be displayed again.
260. And controlling the game role to move to the second virtual shelter from the back of the first virtual shelter along the movable path to squat.
For example, when the user's finger leaves the terminal screen, the game character may move along the movable path from the current position to the crouch area of the second virtual shelter and crouch at the crouch area of the second virtual shelter.
In a game scene, especially a shooting game scene, there are often a plurality of virtual objects such as friend game characters, enemy game characters, virtual buildings, virtual props, etc., and the plurality of virtual objects may be scattered at different positions of the game scene and may be shielded from each other. Obviously, a user needs to find a virtual shelter to go to among a plurality of virtual objects in a game scene, multiple interactive operations are needed, the interactive process is complex and prone to errors, the interactive process is long in time, and the efficiency is low. In the embodiment of the application, through the second touch operation to the widget of squatting, the switching rocker that the exhalation is used for switching the virtual bunker, through the operation of dragging to the switching rocker, can control the game role fast and switch as to the virtual bunker of second that corresponds with the operation of dragging and squat. In the process, the user does not need to determine the second virtual shelter to go to or move to the second virtual shelter in the game scene in advance to switch the shelters, so that the interaction process can be simplified, the efficiency is improved, the retention rate of the user is increased, and the idle consumption of the server is reduced.
In addition, on the basis of the original squatting control, the embodiment of the application has the advantages that the function of displaying the switching rocker is added, the game interface can be simplified, the excessive number of controls on the interface is avoided, the false touch is easy, the user experience is improved, the user retention rate is increased, and the server idle consumption is reduced.
In order to better implement the method, embodiments of the present application further provide a device for controlling a game character, where the device for controlling a game character may be specifically integrated in an electronic device, and the electronic device may be a terminal, a server, or the like. The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in the present embodiment, the method of the present embodiment will be described in detail by taking an example in which a device controlled by a game character is specifically integrated in a terminal.
For example, as shown in fig. 3, the apparatus controlled by a game character may provide a graphical user interface through the terminal, where the graphical user interface displays content including at least a part of a game scene, a game character located in the game scene, and a first virtual shelter and a second virtual shelter, and may include a display unit 310, a determination unit 320, and a control unit 330, as follows:
display unit 310
The squat control can be used for responding that the positions of the game role and the first virtual shelter meet a preset first position relation, and displaying the squat control.
The display unit 310 may be further configured to display a switching rocker in the graphical user interface in response to a second touch operation for the squat control when the game character squats behind the first virtual shelter.
In some embodiments, the display unit 310 may be specifically configured to:
and responding to a second touch operation aiming at the squat control, and switching the squat control into a switching rocker.
In some embodiments, the display unit 310 may also be used to:
and responding to a second touch operation aiming at the squatting control, and identifying a third virtual shelter in the association area of the game role, wherein the third virtual shelter is a switchable virtual shelter.
In some embodiments, the third virtual shelter is the virtual shelter within the associated area of the game character closest to the virtual centroid.
In some implementations, identifying a third virtual bunker within the associated region of the game character can include:
a movable path of the game character from the current location to the third virtual bunker is identified.
In some implementations, identifying a third virtual bunker within the associated region of the game character can include:
a squat logo is displayed in an associated area of the third virtual shelter.
In some implementations, identifying a third virtual bunker within the associated region of the game character can include:
the visibility of the adjustable object is adjusted to highlight the third virtual bunker, the adjustable object including at least one of a game scene associated with the third virtual bunker, a virtual object associated with the third virtual bunker, and a control of the graphical user interface display.
In some embodiments, the display unit 310 may also be used to:
hide the switching rocker.
(II) determination unit 320
The method can be used for responding to dragging operation of the switching rocker towards the first direction and determining a second virtual shelter corresponding to the first direction.
In some embodiments, the determining unit 320 may be further configured to: the end of the drag operation is determined.
(III) control unit 330
The method can be used for responding to the first touch operation aiming at the squat control, and controlling the game role to enter the first virtual shelter for squat.
The control unit 330 may also be configured to control the game character to squat from the first virtual shelter to the second virtual shelter.
In some embodiments, the control unit 330 may also be configured to:
and when the game role squats behind the first virtual shelter, responding to a third touch operation aiming at the squat control, and controlling the game role to stand.
In some embodiments, the second virtual bunker is the same as the third virtual bunker, and the control unit 330 may specifically be configured to:
and controlling the game role to move to the second virtual shelter from the back of the first virtual shelter along the movable path to squat.
In some embodiments, the control unit 330 may be specifically configured to:
determining a second virtual shelter corresponding to the first direction in the current visual field range of the game role;
alternatively, the first and second liquid crystal display panels may be,
and determining a second virtual shelter corresponding to the first direction within the preset distance range of the game role.
In a specific implementation, the above units may be implemented as independent entities, or may be combined arbitrarily to be implemented as the same or several entities, and the specific implementation of the above units may refer to the foregoing method embodiments, which are not described herein again.
Therefore, the switching rocker for switching the virtual shelter can be called out through the second touch operation of the squat control, and the game role can be rapidly controlled to be switched to the second virtual shelter corresponding to the dragging operation for squat through the dragging operation of the switching rocker. In the process, the user does not need to determine a second virtual shelter to go to or move to the second virtual shelter in the game scene to switch the shelters, so that the interaction process can be simplified, the efficiency is improved, the retention rate of the user is increased, and the idle consumption of the server is reduced.
Correspondingly, the embodiment of the present application further provides a computer device, where the computer device may be a terminal or a server, and the terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game machine, a Personal computer, and a Personal Digital Assistant (PDA).
As shown in fig. 4, fig. 4 is a schematic structural diagram of a computer device according to an embodiment of the present application, where the computer device 400 includes a processor 410 having one or more processing cores, a memory 420 having one or more computer-readable storage media, and a computer program stored in the memory 420 and capable of running on the processor. The processor 410 is electrically connected to the memory 420. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices, and may include more or fewer components than those illustrated, or combinations of certain components, or different arrangements of components.
The processor 410 is a control center of the computer device 400, connects various parts of the entire computer device 400 using various interfaces and lines, performs various functions of the computer device 400 and processes data by running or loading software programs and/or modules stored in the memory 420 and calling data stored in the memory 420, thereby integrally monitoring the computer device 400.
In the embodiment of the present application, the processor 410 in the computer device 400 loads instructions corresponding to one or more processes of the application program into the memory 420, and the processor 410 executes the application program stored in the memory 420, so as to provide a graphical user interface through the terminal, where the content displayed by the graphical user interface at least partially includes a game scene, a game character located in the game scene, a first virtual shelter, and a second virtual shelter, and the game character is located in a squat area of the first virtual shelter and implements various functions:
responding that the positions of the game role and the first virtual shelter meet a preset first position relation, and displaying a squatting control; responding to a first touch operation aiming at the squat control, and controlling the game role to enter a first virtual shelter for squat; when the game role squats behind the first virtual shelter, responding to a second touch operation aiming at a squat control, and displaying a switching rocker in a graphical user interface; responding to the dragging operation of the switching rocker towards the first direction, and determining a second virtual shelter corresponding to the first direction; and controlling the game role to switch from the first virtual shelter to the second virtual shelter to squat.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 4, the computer device 400 further includes: touch display 430, radio frequency circuit 440, audio circuit 450, input unit 460 and power supply 470. The processor 410 is electrically connected to the touch display 430, the radio frequency circuit 440, the audio circuit 450, the input unit 460 and the power supply 470, respectively. Those skilled in the art will appreciate that the computer device configuration illustrated in FIG. 4 does not constitute a limitation of computer devices, and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The touch display screen 430 can be used for displaying a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface. The touch display screen 430 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to a user and various graphical user interfaces of the computer device, which may be made up of graphics, text, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user (for example, operations of the user on or near the touch panel by using a finger, a stylus pen, or any other suitable object or accessory) and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, and sends the touch point coordinates to the processor 410, and can receive and execute commands sent by the processor 410. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel transmits the touch operation to the processor 410 to determine the type of the touch event, and then the processor 410 provides a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 430 to implement input and output functions. However, in some embodiments, the touch panel and the display panel may be implemented as two separate components to perform the input and output functions. That is, the touch display 430 can also be used as a part of the input unit 460 to implement an input function.
In the embodiment of the present application, a game application is executed by the processor 410 to generate a graphical user interface on the touch display 430, where a virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display 430 is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface.
The rf circuit 440 may be used for transceiving rf signals to establish wireless communication with a network device or other computer device via wireless communication, and for transceiving signals with the network device or other computer device.
The audio circuit 450 may be used to provide an audio interface between a user and a computer device through a speaker, microphone. The audio circuit 450 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 450 and converted into audio data, which is then processed by the audio data output processor 410, and then passed through the radio frequency circuit 440 to be sent to, for example, another computer device, or output to the memory 420 for further processing. The audio circuit 450 may also include an earbud jack to provide communication of peripheral headphones with the computer device.
The input unit 460 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 470 is used to power the various components of the computer device 400. Optionally, the power supply 470 may be logically connected to the processor 410 through a power management system, so as to implement functions of managing charging, discharging, power consumption management, and the like through the power management system. The power supply 470 may also include any component including one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
Although not shown in fig. 4, the computer device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described in detail herein.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to the related descriptions of other embodiments.
By the above, the computer device provided by this embodiment can call out the switching rocker for switching the virtual shelter through the second touch operation on the squat control, and can quickly control the game role to be switched to the second virtual shelter corresponding to the dragging operation for squat through the dragging operation on the switching rocker. In the process, the user does not need to determine the second virtual shelter to go to or move to the second virtual shelter in the game scene in advance to switch the shelters, so that the interaction process can be simplified, the efficiency is improved, the retention rate of the user is increased, and the idle consumption of the server is reduced.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, where the computer programs can be loaded by a processor to execute the steps in any one of the methods for controlling a game character provided in the embodiments of the present application. For example, the computer program may provide a graphical user interface through the terminal, the graphical user interface displaying content at least partially including a game scene, a game character located in the game scene, a first virtual shelter, and a second virtual shelter, the game character located in a crouching area of the first virtual shelter, and perform the following steps:
responding that the positions of the game role and the first virtual shelter meet a preset first position relation, and displaying a squatting control; responding to a first touch operation aiming at the squat control, and controlling the game role to enter a first virtual shelter for squat; when the game role squats behind the first virtual shelter, responding to a second touch operation aiming at a squat control, and displaying a switching rocker in a graphical user interface; responding to the dragging operation of the switching rocker towards the first direction, and determining a second virtual shelter corresponding to the first direction; and controlling the game role to be switched from the first virtual shelter to the second virtual shelter to squat.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), random Access Memory (RAM), magnetic or optical disks, and the like.
Since the computer program stored in the storage medium can execute the steps in any of the methods for controlling a game character provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the methods for controlling a game character provided in the embodiments of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The method, apparatus, computer device and storage medium for controlling game characters provided in the embodiments of the present application are described in detail above, and specific examples are applied herein to explain the principles and embodiments of the present application, and the description of the embodiments is only used to help understand the method and its core ideas of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (15)

1. A method for controlling a game character, wherein a terminal provides a graphical user interface, and the graphical user interface displays content including at least a part of a game scene, a game character located in the game scene, a first virtual shelter and a second virtual shelter, and the method comprises:
responding that the positions of the game role and the first virtual shelter meet a preset first position relation, and displaying a squatting control;
responding to a first touch operation aiming at the squat control, and controlling the game role to enter the first virtual shelter for squat;
when the game role squats behind the first virtual shelter, responding to a second touch operation aiming at the squat control, and displaying a switching rocker in the graphical user interface;
responding to dragging operation of the switching rocker towards a first direction, and determining a second virtual shelter corresponding to the first direction;
controlling the game role to switch from the first virtual shelter to the second virtual shelter for squatting.
2. The method of claim 1, wherein displaying a toggle rocker in the graphical user interface in response to a second touch operation directed to the squat control comprises:
and responding to a second touch operation aiming at the squatting control, and switching the squatting control into a switching rocker.
3. The method of claim 1, further comprising:
and when the game role squats at the rear of the first virtual shelter, responding to a third touch operation aiming at the squat control, and controlling the game role to stand.
4. The method of claim 1, further comprising:
and responding to a second touch operation aiming at the squatting control, and identifying a third virtual shelter in the association area of the game role, wherein the third virtual shelter is a switchable virtual shelter.
5. The method of claim 4, wherein the third virtual shelter is a virtual shelter closest to a virtual centroid within the area of association of the game character.
6. The method of claim 4 or 5, wherein identifying a third virtual shelter within the associated area of the game character comprises:
and identifying a movable path of the game role from the current position to the third virtual shelter.
7. The method of claim 4 or 5, wherein identifying a third virtual shelter within the associated area of the game character comprises:
displaying a squat logo in an associated area of the third virtual shelter.
8. The method of claim 6, wherein the second virtual bunker is the same virtual bunker as the third virtual bunker;
the controlling the game character to switch from the first virtual shelter to the second virtual shelter to squat comprises:
controlling the game character to move from behind the first virtual bunker along the movable path to the second virtual bunker for squatting.
9. The method of claim 4, wherein determining a second virtual bunker corresponding to the first direction comprises:
determining a second virtual shelter corresponding to the first direction in the current visual field range of the game role;
alternatively, the first and second electrodes may be,
and determining a second virtual shelter corresponding to the first direction within the preset distance range of the game role.
10. The method of claim 1, wherein after the controlling the game character to crouch from the first virtual shelter to the second virtual shelter, further comprising:
hiding the switching rocker.
11. The method of claim 1, wherein prior to the controlling the game character to crouch from the first virtual shelter to the second virtual shelter, the method further comprises:
determining an end of the drag operation.
12. The method of claim 4 or 5, wherein the identifying a third virtual shelter within the associated area of the game character comprises:
adjusting visibility of an adjustable object to highlight the third virtual bunker, the adjustable object including at least one of a game scene associated with the third virtual bunker, a virtual object associated with the third virtual bunker, and a control of the graphical user interface display.
13. An apparatus for controlling a game character, wherein a graphical user interface is provided through a terminal, the graphical user interface displaying content including at least a portion of a game scene, a game character located in the game scene, and a first virtual shelter and a second virtual shelter, the apparatus comprising:
the display unit is used for responding that the positions of the game role and the first virtual shelter meet a preset first position relation and displaying a squatting control;
the control unit is used for responding to a first touch operation aiming at the squat control and controlling the game role to enter the first virtual shelter for squat;
the display unit is further used for responding to a second touch operation aiming at the squat control when the game role squats behind the first virtual shelter, and displaying a switching rocker in the graphical user interface;
the determining unit is used for responding to dragging operation of the switching rocker towards a first direction and determining a second virtual shelter corresponding to the first direction;
and the control unit is also used for controlling the game role to be switched from the first virtual shelter to the second virtual shelter for squatting.
14. A computer device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps in the method of game character control according to any one of claims 1 to 12.
15. A computer readable storage medium storing instructions adapted to be loaded by a processor to perform the steps of the method for controlling a game character according to any one of claims 1 to 12.
CN202211255721.8A 2022-10-13 2022-10-13 Method and device for controlling game role, computer equipment and storage medium Pending CN115518380A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202211255721.8A CN115518380A (en) 2022-10-13 2022-10-13 Method and device for controlling game role, computer equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202211255721.8A CN115518380A (en) 2022-10-13 2022-10-13 Method and device for controlling game role, computer equipment and storage medium

Publications (1)

Publication Number Publication Date
CN115518380A true CN115518380A (en) 2022-12-27

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN115518380A (en)

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