CN117122898A - Method, device and equipment for controlling virtual roles through touch equipment - Google Patents

Method, device and equipment for controlling virtual roles through touch equipment Download PDF

Info

Publication number
CN117122898A
CN117122898A CN202210558053.XA CN202210558053A CN117122898A CN 117122898 A CN117122898 A CN 117122898A CN 202210558053 A CN202210558053 A CN 202210558053A CN 117122898 A CN117122898 A CN 117122898A
Authority
CN
China
Prior art keywords
control
attack
virtual character
controls
action
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202210558053.XA
Other languages
Chinese (zh)
Inventor
关磊
魏翰林
胡戌涛
陈涛
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202210558053.XA priority Critical patent/CN117122898A/en
Publication of CN117122898A publication Critical patent/CN117122898A/en
Pending legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/426Processing 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 on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • 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
    • A63F2300/8029Fighting without shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Landscapes

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

Abstract

The application provides a method, a device and equipment for controlling virtual roles through touch equipment, and belongs to the technical field of games. The method comprises the following steps: displaying an attack control on the graphical user interface; responding to a first touch operation acting on the attack control, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering the virtual character to execute a defending action; if the first touch operation is a clicking operation, controlling the virtual character to execute an attack action corresponding to the attack control; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control. The application can realize the rapid conversion from attack to defending of the roles in the fight, and avoid causing misoperation.

Description

Method, device and equipment for controlling virtual roles through touch equipment
Technical Field
The application relates to the technical field of games, in particular to a method, a device and equipment for controlling virtual roles through touch equipment.
Background
In some games, particularly in the case where the virtual character is battled by means of a close combat mode such as hands, feet, or cold arms, there is a general need to quickly control the switching of the attack and defense actions of the virtual character according to the change of the battle mode. In the prior art, due to the input mode of the touch terminal, when a player controls the virtual character to play a game fight in the scene through the touch terminal, if the actual fight needs to be switched from attack to defend, the attack control needs to be released and then the defend control needs to be clicked to finish the conversion from attack to defend.
However, from cancelling the touch of one control to triggering the touch of another control generally requires more time, which may result in a failure to achieve a rapid transition from attack to defense during combat, and may also cause more false operations.
Disclosure of Invention
The application provides a method, a device and equipment for controlling virtual roles through touch equipment, which can realize the rapid conversion from attack to defense of roles in combat and avoid misoperation.
In one aspect of the embodiments of the present application, a method for controlling a virtual character by a touch device is provided, the method including:
Displaying an attack control on the graphical user interface;
responding to a first touch operation acting on the attack control, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering the virtual character to execute a defending action;
if the first touch operation is a clicking operation, controlling the virtual character to execute an attack action corresponding to the attack control; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
Optionally, a defending control is also displayed on the graphical user interface; the method comprises the following steps:
and responding to a second touch operation acted on the defending control, and controlling the virtual character to execute the defending action.
Optionally, the first control set further includes a second control, the first control set includes a first sub-control set and a second sub-control set, the first sub-control set includes the first control, the second sub-control set includes the second control, the controls included in the first sub-control set are subsets of resident controls, and the controls included in the second sub-control set are subsets of very resident controls.
Optionally, the method comprises:
and displaying a skill control on the graphical user interface, wherein the skill control is a control for triggering the virtual character to execute skill release, and the attack control is a control for triggering the virtual character to execute attack action.
Optionally, the skill corresponding to the skill control has cooling time, and the action corresponding to the attack control has no cooling time.
Optionally, there is a first virtual character and a second virtual character in the virtual environment, the first virtual character having a skill different from a skill of the second virtual character; the first virtual character and the second virtual character may each perform a first attack action.
Optionally, the attack action is a contact attack action performed by a limb and/or weapon of the virtual character.
In another aspect of the embodiments of the present application, there is provided an apparatus for controlling a virtual character through a touch device, the apparatus including: the device comprises a display module, a response module and a control module;
the display module is used for displaying the attack control on the graphical user interface;
the response module is used for responding to a first touch operation acted on the attack control, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering the virtual character to execute a defending action;
The control module is used for controlling the virtual character to execute the attack action corresponding to the attack control if the first touch operation is a click operation; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
Optionally, a defending control is also displayed on the graphical user interface; and the display module is also used for responding to a second touch operation acted on the defending control and controlling the virtual character to execute the defending action.
Optionally, in the device, the first control set further includes a second control, the first control set includes a first sub control set and a second sub control set, the first sub control set includes the first control, the second sub control set includes the second control, the controls included in the first sub control set are subsets of resident controls, and the controls included in the second sub control set are subsets of very resident controls.
Optionally, the display module is further configured to display a skill control on the graphical user interface, where the skill control is a control for triggering the virtual character to execute the release of the skill, and the attack control is a control for triggering the virtual character to execute the attack action.
Optionally, in the device, the skill corresponding to the skill control has cooling time, and the action corresponding to the attack control has no cooling time.
Optionally, in the device, there is a first virtual character and a second virtual character in the virtual environment, the first virtual character having a skill different from a skill of the second virtual character; the first virtual character and the second virtual character may each perform a first attack action.
Optionally, in the device, the attack is a contact attack performed by a limb and/or weapon of the virtual character.
In another aspect of an embodiment of the present application, there is provided a computer apparatus including: the system comprises a memory and a processor, wherein the memory stores a computer program which can be run on the processor, and when the processor executes the computer program, the steps of a method for controlling the virtual character through the touch control equipment are realized.
In another aspect of the embodiments of the present application, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs steps of a method of controlling a virtual character by a touch device.
In the method for controlling the virtual character through the touch device provided by one embodiment of the application, an attack control is displayed on a graphical user interface; responding to a first touch operation acting on the attack control, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering the virtual character to execute a defending action; if the first touch operation is a clicking operation, controlling the virtual character to execute an attack action corresponding to the attack control; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control, so that the virtual character can be quickly converted into a defending action when the attack action is executed, the efficiency of converting the attack action into the defending action of the virtual character in the game process is improved, and accordingly, misoperation caused when the defending is attacked can be avoided.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of a graphical user interface according to an embodiment of the present application;
FIG. 2 is another schematic view of a graphical user interface according to an embodiment of the present application;
fig. 3 is a flowchart illustrating a method for controlling a virtual character by a touch device according to an embodiment of the present application;
FIG. 4 is another schematic view of a graphical user interface according to an embodiment of the present application;
FIG. 5 is another schematic view of a graphical user interface according to an embodiment of the present application;
FIG. 6 is another schematic view of a graphical user interface according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of an apparatus for controlling a virtual character through a touch device according to an embodiment of the present application;
Fig. 8 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
In the description of the present application, it should be noted that the terms "first," "second," "third," and the like are used merely to distinguish between descriptions and are not to be construed as indicating or implying relative importance.
In one embodiment of the present application, the method for controlling the virtual character by the touch device may be executed on the terminal device or the server. The terminal device may be a local terminal device. When the game display method is run on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the game display method are completed on the cloud game server, 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 mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative 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 to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player 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 player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the present invention provides a method for controlling a virtual character through a touch device, and a graphical user interface is provided through a first terminal device, where the first terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
The relevant content displayed in the graphical user interface provided by one embodiment of the present application is explained in detail below.
Fig. 1 is a schematic view of a graphical user interface according to an embodiment of the present application, and referring to fig. 1, the graphical user interface may include a control display area 100 and a virtual character 200.
Wherein, the control display area 100 may include at least one attack control 110, in fig. 1, two attack controls 110 are shown, for example: the left-hand attack control may be a control for controlling the virtual character 200 to perform a horizontal attack action, and the right-hand attack control may be a control for controlling the virtual character 200 to perform a vertical attack action.
Virtual character 200 may be a character that a player operates based on controls in control display area 100, such as: characters, animals, etc., are not particularly limited herein. The virtual character is a character controlled by the player through the local terminal device, or may be a character controlled by artificial intelligence (Artificial Intelligence, AI) configured in advance.
Optionally, the number of virtual characters in the virtual scene fight is preset, or dynamically determined according to the number of clients joining the fight, which is not limited by the embodiment of the present application. In one possible implementation, a user may control a virtual object to move in the virtual scene, e.g., control a virtual object to run, walk, jump, squat, fly based or move through skill transients, etc., and fight other virtual characters through attack skills, attack props, and attack actions.
It should be noted that, when the player operates the virtual character 200, the player may implement the controls included in the control display area 100, for example: different controls for the virtual character 200 may be implemented by single click, double click, long press, sliding, etc. operations on the control.
In addition to the attack controls described above, it may also include: the defending control, the evasion control, the jump control, the squat control, the flying rope control, etc., are not particularly limited herein.
In addition, a directional control area, such as a left area, may be further provided in the graphical user interface, in which a directional rocker is displayed, or when the player triggers the area, the directional rocker is displayed, so that the virtual character is controlled to run or walk in a corresponding direction by the directional rocker.
Alternatively, the attack control 110 may correspond to the first control set, and the specific implementation of the graphical user interface when displaying the first control set is explained in detail below.
Alternatively, when the target is not locked, the attack direction of the player avatar is the direction in which the avatar is currently facing. When the locking target exists, the attack direction is the direction of the locking target.
In addition, an orientation adjustment function point can be set on an attack action track corresponding to the attack control, when the attack action is released, the orientation adjustment function point takes the attack direction of the attack action as the adjustment basis of the orientation of the role, and the orientation of the role is adjusted to be oriented to the attack direction, so that the role is oriented to the locking target to release the attack action.
Fig. 2 is another display schematic diagram of a graphical user interface provided in an embodiment of the present application, referring to fig. 2, an attack control 110 corresponds to a first control set 210, where the first control set 210 may be displayed around the attack control 110 in a wheel, and the first control set 210 may include a plurality of controls, for example; a first control 211, wherein the first control 211 may be used to trigger the virtual character to perform a defensive action.
Other controls may also be included in the first control set 210, for example: the controls corresponding to the evasion action, the jump action, the squat action, etc. are not particularly limited herein, and any control that can enable the virtual character to execute the corresponding action may be implemented.
Alternatively, the controls in the first set of controls 210 may each be sector controls.
Alternatively, the first set of controls 210 may be displayed after the player triggers the attack control.
The first control and the defending control which are selectable are visually identical controls, so that the cognitive burden of a user can be reduced; alternatively, the first control and the defending control may be two controls with different vision but identical functions.
The controls in the first control set 210 and the controls in the control display area 100 may include controls with the same function, or the controls in the control display area 100 may be combined by two controls or three controls, which is not limited herein.
Optionally, for each attack control, a corresponding first control set may be set, and different first control sets corresponding to attack controls may also have a certain difference.
Optionally, the attack control, when displayed, may make a corresponding icon change based on the weapon of the virtual character equipment, such as: when the virtual character is not equipped with a weapon, the corresponding attack icon can be in the form of a boxing or palms flat-hit or longitudinal-hit; if the avatar is equipped with a weapon, a corresponding attack icon may be displayed based on the specific type of weapon, such as: flat-striking and longitudinal-striking of dagger; flat-hit with a broadsword, longitudinal-hit, etc.
It should be noted that, the weapon may be a near-combat attack weapon, the virtual character may also be equipped with a remote attack weapon, for the remote attack weapon, the attack mode may not be distinguished (i.e. flat-shot and longitudinal-shot may not be distinguished), and different operation modes may be set based on different types of remote weapon, and the remote weapon may specifically be: the bow, repeating crossbow, gun, bird-blunderbuss, etc., are not particularly limited herein.
The following specifically explains a specific implementation procedure of a method for controlling a virtual character by a touch device according to an embodiment of the present application.
Fig. 3 is a flowchart of a method for controlling a virtual character by a touch device according to an embodiment of the present application, please refer to fig. 3, in which an attack control is displayed on a gui; the method comprises the following steps:
s310: and responding to a first touch operation acted on the attack control, and displaying a first control set.
The first control set at least comprises a first control, and the first control is used for triggering the virtual role to execute the defending action.
Alternatively, before the method is executed, an attack control may be displayed in a graphical user interface, where the attack control may be a control (resident control) that is continuously displayed after the player enters the game scene, or may be a control that is displayed when required based on the active setting of the player, which is not limited herein.
The first touch operation may be any type of operation initiated by the player, such as: clicking (which may include single click, double click, long press, etc.), sliding, etc. Accordingly, the first touch operation applied to the attack control may be a first touch operation performed by the user in a region displayed by the attack control or in a corresponding operability region.
Optionally, in response to a first touch operation acting on the attack control, a first control set may be displayed, the first control set may remain in a hidden state in an initial state, and after in response to the first touch operation acting on the attack control, the hidden state may be canceled, and the first control set may be displayed.
The first control set may include a plurality of controls, where the first control may be a defensive control configured to trigger the virtual character to execute a defensive action, that is, a defensive control set in the first control set.
S320: and if the first touch operation is a clicking operation, controlling the virtual character to execute the attack action corresponding to the attack control.
Optionally, if the first touch operation is determined to be a click operation, the virtual character may be controlled to execute an attack action corresponding to the attack control, where attack actions corresponding to different click operations may be different, for example: for a single click operation, the virtual character can be controlled to perform a first attack action (such as a swing and a slash); for double-click operation, the virtual character can be controlled to perform a second attack action (such as swinging and cutting down); for long-press operation, the virtual character can be controlled to perform power accumulating attack action (for example, the power accumulating action is kept and then attack is performed).
It should be noted that, for different types of clicking operations, a predetermined time may be preset to determine and distinguish, for example: the clicking time exceeds the first preset time, and the long press can be judged; the continuous clicking time exceeds the second preset time, and is a single click; and if the continuous clicking time is less than the second preset time, performing double clicking and the like.
Optionally, for different attack controls, the attack actions of their corresponding click operations may also be different, for example: the attack controls may include: the corresponding attack actions that trigger the virtual character to execute after the click operation based on the click control may be horizontal attack actions, and the corresponding attack actions that trigger the virtual character to execute after the click operation based on the tap control may be vertical attack actions.
S330: if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
The judgment of the clicking operation and the sliding operation is a conventional technical means in the art, and is not described herein.
Alternatively, the sliding operation may specifically be a sliding performed directly on the attack control, or may be a continuous sliding after performing the foregoing clicking operation, for example: if the player slides after holding the long press operation, it can be determined that the first touch operation is changed to the slide operation.
It should be noted that, the sliding operation may be an operation of moving the track length beyond a preset length threshold on the touch point of the attack control.
Determining the first target control from the controls included in the first control set according to the sliding operation may specifically be based on a direction of the sliding operation, for example: when the first control set is displayed around the attack control in the form of a wheel disc, different controls can be set in different directions, for example, the right side is the first control, and if the sliding operation direction is rightward sliding, the first control can be determined to be the first target control from the controls contained in the first control set.
Optionally, a plurality of controls may be disposed in the first control set, different first target controls may be determined based on different sliding directions, and if the first target control is the first control, the corresponding action may be a defending action that triggers the virtual character to execute. Accordingly, if other types of controls are used, other actions can be controlled to be executed, such as: the actions of jumping, evading, squat, etc. are not limited herein.
Note that, the defending action may specifically be an action of resisting attack of other virtual characters, for example: and (3) vibrating the cutter to make the weapons used by other virtual roles fall down when the other virtual roles attack the virtual roles in a preset attack mode, so as to realize defending. Alternatively, the defensive action may be a simple defensive action, and is not particularly limited herein.
Optionally, a jump control is included in the graphical user interface; responding to clicking operation acted on the jump control, and controlling the virtual character to execute the jump action; and responding to the upward sliding operation acted on the jump control, and controlling the virtual character to execute a squat action or a creeping action.
In addition, other controls except the attack control can be selected not to be displayed based on actual requirements, and when corresponding operation is needed, the control can be displayed based on the first control set, so that other operations are realized, the number of controls in the control display area can be reduced, and the problem of more controls in the graphical user interface is solved.
Specific examples of implementing attack-to-defense conversion based on the above manner are explained below taking player triggering as an example:
Triggering the attack control by the player, sliding rightward from the position of the attack control, namely sliding toward the first control, and after sliding to a certain extent, for example: and if the sliding distance is greater than the set distance threshold, controlling the virtual character to execute the defending action corresponding to the first control, for example: the trigger position of the fingers of the player is always on the attack control in the whole process, the virtual character can enter the power storage state when initially triggered, and the power storage state of the virtual character can be directly interrupted by the defending action after the sliding operation in the right direction, so that the virtual character can be quickly switched from the attack state to the defending state, the injury degree of the virtual character can be reduced, the fight of the player is promoted, and the flexibility of character control and the entertainment of the game are enhanced.
In the method for controlling the virtual character through the touch equipment, the virtual character can be controlled to execute the corresponding attack action through triggering the attack control, the first target control can be determined from the controls contained in the first control set through sliding operation, and the virtual character is controlled to execute the defending action corresponding to the first target control, so that the virtual character can be quickly converted into the defending action when the attack action is executed, the efficiency of converting the virtual character from the attack action into the defending action in the game process is improved, and accordingly, the misoperation condition caused when the attack is performed to defending switching can be avoided.
A further implementation of the method of controlling a virtual character by a touch device will be explained based on a graphical user interface provided in one embodiment of the present application.
Fig. 4 is another display schematic diagram of a gui according to an embodiment of the present application, please refer to fig. 4, in which a defending control 120 is further displayed on the gui; the method comprises the following steps: and responding to a second touch operation acted on the defending control, and controlling the virtual character to execute the defending action.
Alternatively, the defending control 120 may be a control similar to the attack control 110, which are both disposed in the control display area 100, and are used for controlling the virtual character 200 to execute the defending action.
Note that, the role of the defending control 120 is the same as that of the first control 211, and the actions performed by the control roles may be the same. The trigger manner of the defending control 120 (i.e. the second touch operation described above) may be a click operation, for example: single click, continuous click, long press, etc., are not limited herein.
The first control 211 and the defending control 120 can trigger the same action based on different usage requirements, for example: if the virtual character is executing the attack action, the first control 211 can realize the rapid conversion from the attack action to the defending action of the virtual character; if the avatar is performing a non-attack action, such as: stationary, running, etc., the virtual character may perform a defensive action through the defensive control 120.
The attack control 110 and the defending control 120 can be set in the control display area 100 according to actual requirements, in fig. 4, the defending control 120 is set on the right side, two attack controls 110 are set on the upper side and the left side respectively as an example, editing of corresponding positions can be performed based on the use requirements of players, and the position setting in fig. 4 is not taken as a limitation.
In the process of fighting by the virtual character, because the speed of the fight process is high, the operation speed of the player is required to be high, when the player needs to perform the conversion from attack to defend, the trigger point is moved to the defend control to realize defend after the trigger is canceled from the attack control, but the moving process is time-consuming, not fast and coherent, and is easy to be misplaced, so that the defend control is difficult to trigger quickly and accurately.
Another implementation procedure of the method of controlling the virtual character through the touch device is explained based on the graphical user interface provided in one embodiment of the present application.
Fig. 5 is another display schematic diagram of a graphical user interface provided in an embodiment of the present application, referring to fig. 5, the first control set 210 further includes a second control 212, the first control set 210 includes a first sub-control set and a second sub-control set, the first sub-control set includes a first control 211, the second sub-control set includes a second control 212, the controls included in the first sub-control set are subsets of resident controls, and the controls included in the second sub-control set are subsets of very resident controls.
Optionally, a plurality of controls may be provided in the first control set 210 based on the actual needs of the player, including the first control 211 for triggering the virtual character to perform the defensive action and the second control 212 for triggering the virtual character to perform other actions as above.
Wherein the first control 211 may be in a first sub-control set, the controls in the first sub-control set may be resident controls, and correspondingly, the second control 212 may be in a second sub-control set, the controls in the second sub-control set may be non-resident controls.
The classification of the resident control and the extraordinary control may be set based on the actual requirement of the player, and not limited in the illustration, and the resident control and the extraordinary control may also include a plurality of resident controls.
A further implementation of the method of controlling a virtual character by a touch device is explained based on a graphical user interface provided in one embodiment of the present application.
Fig. 6 is another display schematic diagram of a gui according to an embodiment of the application, please refer to fig. 6, the method includes: skill controls 130 are displayed in the graphical user interface, wherein the skill controls 130 are controls for triggering the virtual character to perform a skill release, and the attack controls 110 are controls for triggering the virtual character to perform an attack action.
Alternatively, the position of the skill control 130 in the graphical user interface may be other positions, such as near the lower edge of the interface, or left or right of the jump control, without limitation.
Optionally, the skill control 130 may be specifically configured to control the virtual character to perform an action corresponding to the skill release, where the identity of the corresponding skill control 130 and the skill release action corresponding to the skill control 130 may be different based on the virtual character selected by each player.
It should be noted that, the action of skill release corresponding to the skill control 130 may be determined by the type of the virtual character or by the virtual character itself, and the attack action corresponding to the attack control 110 may be a general action of the virtual character, such as a flat or a vertical stroke performed by a limb or a near weapon. Optionally, skills corresponding to skill control 130 have cooling time and actions corresponding to attack control 110 have no cooling time.
Note that, the cooling time may specifically be a time when the skill control 130 cannot be used after the virtual character just enters the scene or after the virtual character triggers the skill corresponding to the skill control 130.
Each virtual character may include at least one skill, each skill control 130 may also correspond to at least one skill, and the cooling time of the skill corresponding to the different character may be different, without limitation.
When the skill corresponding to the skill control 130 is in the cooling time, the skill control 130 is in an inoperable state, that is, after the player triggers the skill control, the virtual character is not controlled to execute the corresponding action. Optionally, a corresponding prompt may be made based on the player's triggering of the skill control 130 during the cool down time, such as: text prompt or voice prompt prompts that the skill corresponding to the skill control 130 is in a cooling state and is not available at present.
In contrast, the attack actions corresponding to the attack control 110 have no cooling time, and the player can continuously and limitlessly trigger the attack control 110, and accordingly, can continuously and limitlessly realize controlling the virtual character to execute a plurality of attack actions based on the corresponding triggering.
Optionally, there is a first virtual character and a second virtual character in the virtual environment, the first virtual character having a skill different from a skill of the second virtual character; the first virtual character and the second virtual character may each perform a first attack action.
The first virtual character may be a different character from the second virtual character, and accordingly, the first virtual character may have a different skill from the second virtual character, and when performing the attack action, if the weapon of the first virtual character equipment is the same as the weapon of the second virtual character equipment, the first attack action performed may be the same, regardless of the virtual character.
The first attack action may be an attack action specifying an attacking character, such as a swipe or a swipe, which may be performed by a limb or a near weapon.
The attack direction of the attack action is generally consistent with the direction of the virtual character, the attack direction is to guide the virtual character to which target object to attack, and the attack angle of the attack action is generally the track direction of the action track of the attack action. Such as how to attack the target object, whether from top to bottom or left to right, etc.
Optionally, the first attack action is a near combat attack action of which the included angle between the virtual attack injury surface determined according to the movement of the near combat weapon in the three-dimensional virtual environment and the appointed plane (ground plane and horizontal plane) in the three-dimensional virtual environment is smaller than an angle threshold value, or a near combat attack action of which the included angle between the virtual attack injury surface determined according to the movement of the near combat weapon in the three-dimensional virtual environment and the appointed plane in the three-dimensional virtual environment is larger than the angle threshold value.
Optionally, the attack action is a contact attack action performed by a limb and/or weapon of the virtual character.
It should be noted that, weapons based on virtual character equipment are different, and corresponding attacks are different, for example: in the absence of arming weapons, the limb may be used for attacks such as: boxing, palming, leg beating, etc.; if equipped with a weapon, different attacks can be made based on the weapon type, such as: when the weapon is a sword, the weapon can swing the sword, stab the sword and the like; when the weapon is a gun, the gun can be swung, thrown and the like.
A contact attack refers to an attack in which an attacker's limb or weapon contacts an attacker, for example, by striking the body of an adversary with a fist, by cutting, puncturing, etc. the body of the adversary with a knife or sword.
Alternatively, referring to fig. 6, when a player controls the skill release of the virtual character based on the skill control 130, the player may control the skill release direction in conjunction with the left directional rocker 300.
Optionally, the controls may include offensiveness controls, such as the attack controls described above, skill controls, and the like; and non-offensive controls, such as: defending controls, evasion controls, jump controls, and the like.
Optionally, a first control set may be displayed in the graphical user interface, where the first control set may include a plurality of controls, and the first control set may specifically be a set of all controls in a wheel disc disposed around the attack control, and is displayed in response to a first touch operation acting on the attack control.
Optionally, the first control set includes a first sub control set and a second sub control set, the first sub control set includes a defending control and a dodging control, the controls included in the first sub control set are subsets of resident controls, and the controls included in the second sub control set are subsets of very resident controls.
Optionally, if the first control set is displayed, the first target control may be determined from the first control set according to a sliding direction of the sliding operation.
Optionally, the first target control may be specifically confirmed from the first control set according to a sliding track of the sliding operation.
Optionally, a first wheel including a first control set may be displayed, where the controls in the first control set are arranged in the first wheel.
Alternatively, the first wheel may surround the attack control.
Alternatively, the first wheel may surround a preset location in the hollow white area of the graphical user interface.
Optionally, after the first control set is canceled from being displayed, the method further comprises: displaying a first control indication in a first direction of the attack control and displaying a second control indication in a second direction of the attack control, wherein the first control indication is used for representing that when a first control set corresponding to the attack control is displayed, the controls in the first control set are displayed in the first direction of the attack control; the second control indication is used for representing that controls in the first control set are displayed in a second direction of the attack control when the first control set corresponding to the attack control is displayed.
Optionally, an angle between a ray originating from the attack control pointing to any one of the first set of controls and a ray originating from the attack control pointing to another control of the first set of controls is greater than an angle threshold. The angle threshold is, for example, 10 degrees, 20 degrees, 30 degrees, 60 degrees, 90 degrees, etc.
Optionally, the method further comprises: responding to clicking operation for the jump control, and controlling the virtual character to execute a first jump action; in response to a long press operation for the jump control, the virtual character is controlled to execute a second jump motion, wherein the jump gesture and/or jump height of the first jump motion and the second jump motion are different.
Optionally, in response to a touch operation applied to the avoidance control, displaying a second control set, wherein the second control set at least comprises a squat control, and the squat control is used for triggering the virtual character to execute a squat action; judging the type of the touch operation; if the touch operation is a click operation, controlling the virtual character to execute a dodging action; if the touch operation is a sliding operation, determining a target control from the controls contained in the second control set, and controlling the virtual character to execute the action corresponding to the target control; and canceling the display of the second control set.
The following describes a device, equipment, a storage medium, etc. corresponding to the method for controlling the virtual character by the touch device, where the specific implementation process and technical effect are referred to above, and the detailed description is omitted.
Fig. 7 is a schematic structural diagram of an apparatus for controlling a virtual character through a touch device according to an embodiment of the present application, referring to fig. 7, the apparatus includes: a display module 710, a response module 720, a control module 730;
a display module 710 for displaying attack controls on the graphical user interface;
the response module 720 is configured to respond to a first touch operation acting on the attack control, and display a first control set, where the first control set at least includes a first control, and the first control is configured to trigger the virtual character to execute a defending action;
the control module 730 is configured to control the virtual character to execute an attack action corresponding to the attack control if the first touch operation is a click operation; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
Optionally, a defending control is also displayed on the graphical user interface; the display module 710 is further configured to control the virtual character to execute the defending action in response to a second touch operation acting on the defending control.
Optionally, in the device, the first control set further includes a second control, the first control set includes a first sub control set and a second sub control set, the first sub control set includes the first control, the second sub control set includes the second control, the controls included in the first sub control set are subsets of resident controls, and the controls included in the second sub control set are subsets of very resident controls.
Optionally, the display module 710 is further configured to display a skill control on the graphical user interface, where the skill control is a control for triggering the virtual character to execute a release of skill, and the attack control is a control for triggering the virtual character to execute an attack action.
Optionally, in the device, the skill corresponding to the skill control has cooling time, and the action corresponding to the attack control has no cooling time.
Optionally, in the device, there is a first virtual character and a second virtual character in the virtual environment, the first virtual character having a skill different from a skill of the second virtual character; the first virtual character and the second virtual character may each perform a first attack action.
Optionally, in the device, the attack is a contact attack performed by a limb and/or weapon of the virtual character.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASICs), or one or more microprocessors, or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGAs), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 8 is a schematic structural diagram of a computer device according to an embodiment of the present application, referring to fig. 8, the computer device includes: the touch control device comprises a memory 810 and a processor 820, wherein the memory 810 stores a computer program which can be run on the processor 820, and when the processor 820 executes the computer program, the steps of the method for controlling the virtual character through the touch control device are realized.
Alternatively, the computer device may specifically be the above-mentioned local terminal device, that is, a device operated by the player.
The computer device can specifically display attack controls on a graphical user interface; the method comprises the steps of responding to first touch operation acted on attack controls, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering a virtual character to execute a defending action; if the first touch operation is a clicking operation, controlling the virtual character to execute an attack action corresponding to the attack control; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
Optionally, a defending control is also displayed on the graphical user interface; the computer device may also implement controlling the virtual character to perform a defensive action in response to a second touch operation acting on the defensive control.
Optionally, when the method is implemented by the computer device, the first control set further includes a second control, the first control set includes a first sub-control set and a second sub-control set, the first sub-control set includes the first control, the second sub-control set includes the second control, the controls included in the first sub-control set are subsets of resident controls, and the controls included in the second sub-control set are subsets of very resident controls.
Optionally, the computer device may further implement displaying a skill control on the graphical user interface, where the skill control is a control for triggering the virtual character to perform a release of skill, and the attack control is a control for triggering the virtual character to perform an attack action.
Optionally, when the computer device implements the method, the skill corresponding to the skill control has cooling time, and the action corresponding to the attack control has no cooling time.
Optionally, when the method is implemented by the computer device, the virtual environment has a first virtual character and a second virtual character, and the first virtual character has skills different from those of the second virtual character; the first virtual character and the second virtual character may each perform a first attack action.
Optionally, the computer device, when implementing the method, wherein the attack is a contact attack performed by a limb and/or weapon of the virtual character.
In another aspect of the embodiments of the present application, there is also provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of a method for controlling a virtual character by a touch device.
The computer storage medium can specifically display attack controls on a graphical user interface; the method comprises the steps of responding to first touch operation acted on attack controls, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering a virtual character to execute a defending action; if the first touch operation is a clicking operation, controlling the virtual character to execute an attack action corresponding to the attack control; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
Optionally, a defending control is also displayed on the graphical user interface; the computer storage medium may also implement controlling the virtual character to perform a defensive action in response to a second touch operation acting on the defensive control.
Optionally, when the method is implemented by the computer storage medium, the first control set further includes a second control, the first control set includes a first sub-control set and a second sub-control set, the first sub-control set includes the first control, the second sub-control set includes the second control, the controls included in the first sub-control set are subsets of resident controls, and the controls included in the second sub-control set are subsets of very resident controls.
Optionally, the computer storage medium may further implement displaying a skill control on the graphical user interface, where the skill control is a control for triggering the virtual character to perform a release of skill, and the attack control is a control for triggering the virtual character to perform an attack action.
Optionally, when the computer storage medium implements the method, the skill corresponding to the skill control has cooling time, and the action corresponding to the attack control has no cooling time.
Optionally, when the method is implemented, the computer storage medium has a first virtual character and a second virtual character in the virtual environment, the first virtual character having a skill different from a skill of the second virtual character; the first virtual character and the second virtual character may each perform a first attack action.
Optionally, the computer storage medium, when implementing the method, wherein the attack is a contact attack performed by a limb and/or weapon of the virtual character.
In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods of the embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
The foregoing is merely illustrative of embodiments of the present application, and the present application is not limited thereto, and any changes or substitutions can be easily made by those skilled in the art within the technical scope of the present application, and the present application is intended to be covered by the present application. Therefore, the protection scope of the application is subject to the protection scope of the claims.
The above description is only of the preferred embodiments of the present application and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (10)

1. A method for controlling a virtual character by a touch device, the method comprising:
displaying an attack control on the graphical user interface;
responding to a first touch operation acting on the attack control, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering the virtual character to execute a defending action;
if the first touch operation is a clicking operation, controlling the virtual character to execute an attack action corresponding to the attack control; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
2. The method of claim 1, wherein a defensive control is also displayed at the graphical user interface; the method comprises the following steps:
and responding to a second touch operation acted on the defending control, and controlling the virtual character to execute defending action.
3. The method of claim 1, wherein the first set of controls further comprises a second set of controls, the first set of controls comprises a first subset of controls comprising the first control and a second subset of controls comprising the second control, the controls comprised in the first subset of controls are a subset of resident controls, and the controls comprised in the second subset of controls are a subset of very resident controls.
4. The method according to claim 1, characterized in that the method comprises:
and displaying a skill control on a graphical user interface, wherein the skill control is used for triggering the virtual character to execute skill release, and the attack control is used for triggering the virtual character to execute attack action.
5. The method of claim 4, wherein skills corresponding to the skill controls have cooling time and actions corresponding to the attack controls have no cooling time.
6. The method of claim 4, wherein there is a first virtual character and a second virtual character in the virtual environment, the first virtual character having a skill different from a skill of the second virtual character; the first virtual character and the second virtual character may each perform a first attack action.
7. The method of claim 1, wherein the attack is a contact attack performed by a limb and/or weapon of a virtual character.
8. An apparatus for controlling a virtual character through a touch device, the apparatus comprising: the device comprises a display module, a response module and a control module;
the display module is used for displaying attack controls on the graphical user interface;
the response module is used for responding to a first touch operation acting on the attack control, and displaying a first control set, wherein the first control set at least comprises a first control, and the first control is used for triggering the virtual character to execute a defending action;
the control module is used for controlling the virtual character to execute the attack action corresponding to the attack control if the first touch operation is a click operation; if the first touch operation is a sliding operation, determining a first target control from the controls contained in the first control set according to the sliding operation, and controlling the virtual character to execute the action corresponding to the first target control.
9. A computer device, comprising: memory, a processor, in which a computer program is stored which is executable on the processor, when executing the computer program, realizing the steps of the method of any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when executed by a processor, implements the steps of the method according to any of claims 1 to 7.
CN202210558053.XA 2022-05-19 2022-05-19 Method, device and equipment for controlling virtual roles through touch equipment Pending CN117122898A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202210558053.XA CN117122898A (en) 2022-05-19 2022-05-19 Method, device and equipment for controlling virtual roles through touch equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210558053.XA CN117122898A (en) 2022-05-19 2022-05-19 Method, device and equipment for controlling virtual roles through touch equipment

Publications (1)

Publication Number Publication Date
CN117122898A true CN117122898A (en) 2023-11-28

Family

ID=88853295

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202210558053.XA Pending CN117122898A (en) 2022-05-19 2022-05-19 Method, device and equipment for controlling virtual roles through touch equipment

Country Status (1)

Country Link
CN (1) CN117122898A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117861229A (en) * 2023-12-15 2024-04-12 网易(杭州)网络有限公司 Information processing method and device in game and terminal equipment

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117861229A (en) * 2023-12-15 2024-04-12 网易(杭州)网络有限公司 Information processing method and device in game and terminal equipment

Similar Documents

Publication Publication Date Title
US10500484B2 (en) Information processing method and apparatus, storage medium, and electronic device
JP7476235B2 (en) Method, apparatus, and computer program for controlling virtual objects
JP7379532B2 (en) Virtual object control method, device, equipment and computer program
US20220379219A1 (en) Method and apparatus for controlling virtual object to restore attribute value, terminal, and storage medium
CN110548288B (en) Virtual object hit prompting method and device, terminal and storage medium
CN110732135B (en) Virtual scene display method and device, electronic equipment and storage medium
US20230013014A1 (en) Method and apparatus for using virtual throwing prop, terminal, and storage medium
WO2022042435A1 (en) Method and apparatus for displaying virtual environment picture, and device and storage medium
WO2022037529A1 (en) Method and apparatus for controlling virtual object, and terminal and storage medium
WO2022142622A1 (en) Method and apparatus for selecting virtual object interaction mode, device, medium, and product
CN114510184B (en) Target locking method and device, electronic equipment and readable storage medium
CN114225416A (en) Game control method and device
TWI821779B (en) Virtual object controlling method, device, computer apparatus, and storage medium
CN117122898A (en) Method, device and equipment for controlling virtual roles through touch equipment
CN114225372B (en) Virtual object control method, device, terminal, storage medium and program product
WO2022170892A1 (en) Method and apparatus for controlling virtual object, device, storage medium, and program product
CN112057859B (en) Virtual object control method, device, terminal and storage medium
CN117122896A (en) Virtual character control method, device, equipment and storage medium
JP7434601B2 (en) Widget display methods, devices, equipment and computer programs
CN117122906A (en) Virtual character control method, device and computer equipment
KR102648210B1 (en) Virtual object control method and device, terminal, and storage medium
CN113786618B (en) Virtual object control method, device, equipment and medium
CN117122899A (en) Method, device, equipment and medium for controlling virtual roles through touch equipment
WO2023221944A1 (en) Virtual character control method and apparatus, and electronic device and storage medium
CN114917579A (en) Control method, control device, electronic equipment and readable storage medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication