CN118161861A - Method and device for controlling virtual object in game, electronic equipment and storage medium - Google Patents
Method and device for controlling virtual object in game, electronic equipment and storage medium Download PDFInfo
- Publication number
- CN118161861A CN118161861A CN202410189978.0A CN202410189978A CN118161861A CN 118161861 A CN118161861 A CN 118161861A CN 202410189978 A CN202410189978 A CN 202410189978A CN 118161861 A CN118161861 A CN 118161861A
- Authority
- CN
- China
- Prior art keywords
- virtual object
- player
- player virtual
- behavior
- game
- 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
Links
- 238000000034 method Methods 0.000 title claims abstract description 70
- 230000009471 action Effects 0.000 claims abstract description 136
- 230000004044 response Effects 0.000 claims abstract description 23
- 230000006399 behavior Effects 0.000 claims description 212
- 230000003542 behavioural effect Effects 0.000 claims description 10
- 230000002452 interceptive effect Effects 0.000 abstract description 7
- 238000013473 artificial intelligence Methods 0.000 description 37
- 238000010586 diagram Methods 0.000 description 14
- 230000033001 locomotion Effects 0.000 description 10
- 238000003825 pressing Methods 0.000 description 8
- 210000003811 finger Anatomy 0.000 description 5
- 210000004247 hand Anatomy 0.000 description 5
- 230000008569 process Effects 0.000 description 5
- 230000009183 running Effects 0.000 description 5
- 230000008859 change Effects 0.000 description 4
- 230000006870 function Effects 0.000 description 4
- 230000000670 limiting effect Effects 0.000 description 4
- 230000005540 biological transmission Effects 0.000 description 3
- 230000003993 interaction Effects 0.000 description 3
- 238000011084 recovery Methods 0.000 description 3
- 230000033764 rhythmic process Effects 0.000 description 3
- 210000003813 thumb Anatomy 0.000 description 3
- 238000004590 computer program Methods 0.000 description 2
- 230000000694 effects Effects 0.000 description 2
- 238000005516 engineering process Methods 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 230000036961 partial effect Effects 0.000 description 2
- 230000002829 reductive effect Effects 0.000 description 2
- 230000001960 triggered effect Effects 0.000 description 2
- 241000282461 Canis lupus Species 0.000 description 1
- 230000001413 cellular effect Effects 0.000 description 1
- 230000009194 climbing Effects 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
- 230000007123 defense Effects 0.000 description 1
- 230000001419 dependent effect Effects 0.000 description 1
- 238000013461 design Methods 0.000 description 1
- 238000011161 development Methods 0.000 description 1
- 230000002708 enhancing effect Effects 0.000 description 1
- 230000009191 jumping Effects 0.000 description 1
- 238000013507 mapping Methods 0.000 description 1
- 238000012545 processing Methods 0.000 description 1
- 239000011435 rock Substances 0.000 description 1
- 230000003068 static effect Effects 0.000 description 1
- 238000005728 strengthening Methods 0.000 description 1
- 230000008719 thickening Effects 0.000 description 1
- 230000000007 visual effect Effects 0.000 description 1
- 230000009184 walking Effects 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction 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
- G06F3/0486—Drag-and-drop
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction 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
- G06F3/0488—Interaction 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
- G06F3/04883—Interaction 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
Landscapes
- Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
The application discloses a control method, a device, electronic equipment and a storage medium of a virtual object in a game, wherein the method comprises the following steps: displaying a graphical user interface of a virtual game comprising at least a portion of a virtual game scene, the virtual game scene comprising at least one player virtual object and at least one non-player virtual object; in response to a triggering operation of a behavior control event for the non-player virtual object, establishing a behavior following relationship between the player virtual object and the non-player virtual object; in the case where there is a behavior following relationship between the player virtual object and the non-player virtual object, the non-player virtual object follows the player virtual object to perform a second behavior action associated with a first behavior action, the first behavior action being an action performed by the player virtual object in the game scene. The method can break the established behavior logic of the non-player virtual object, strengthen the interactive feedback between the behavior action of the non-player virtual object and the player operation, and promote the interest of the game.
Description
Technical Field
The present application relates to the field of computers, and in particular, to a method and apparatus for controlling a virtual object in a game, an electronic device, and a computer readable storage medium.
Background
Currently, in many game scenarios, in addition to player virtual objects that can be controlled by real players, various non-player virtual objects that are not controlled by real players can be included, which can enhance the enjoyment and challenges of the game. For example: the Non-player virtual objects may include NPCs (Non-Playable Character, non-player characters) in the game scene, AI (ARTIFICIAL INTELLIGENCE ) characters, or virtual items in the virtual scene.
In general, the non-player virtual object interacts with the player virtual object according to game logic written by a game developer, and the player cannot control the behavior of the non-player virtual object. The game behavior of the non-player virtual object depends on the design of a developer, has single behavior logic and is hard, and the interaction effect generated by the non-player virtual object and the player is limited, so that the game experience of the player is affected.
It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the application and thus may include information that does not form the prior art that is already known to those of ordinary skill in the art.
Disclosure of Invention
In view of this, the present application provides a method, an apparatus, an electronic device, and a computer readable storage medium for controlling a game object, which can break a given behavior logic of a non-player virtual object, strengthen interactive feedback between behavior actions of the non-player virtual object and player operations, promote game interest, and promote game experience of a player.
In a first aspect, an embodiment of the present application provides a method for controlling a virtual object in a game, where the method includes:
Displaying a graphical user interface of a virtual game, wherein the graphical user interface at least comprises part of virtual game scenes, and the virtual game scenes comprise at least one player virtual object and at least one non-player virtual object;
Establishing a behavior following relationship between the player virtual object and the non-player virtual object in response to a triggering operation of a behavior control event for the non-player virtual object;
In the case where a behavior following relationship exists between the player virtual object and the non-player virtual object, the non-player virtual object follows the player virtual object to perform a second behavior action associated with the first behavior action, wherein the first behavior action is an action performed by the player virtual object in the virtual game scene.
In a second aspect, an embodiment of the present application provides a control device for a virtual object in a game, where the device includes: the device comprises a display unit, a relation establishing unit and an executing unit;
The display unit is used for displaying a graphical user interface of the virtual game, wherein the graphical user interface at least comprises part of virtual game scenes, and the virtual game scenes comprise at least one player virtual object and at least one non-player virtual object;
The relationship establishing unit is used for responding to the triggering operation of the behavior control event aiming at the non-player virtual object and establishing a behavior following relationship between the player virtual object and the non-player virtual object;
The execution unit is configured to, in a case where a behavior following relationship exists between the player virtual object and the non-player virtual object, execute a second behavior action associated with the first behavior action, where the first behavior action is an action executed by the player virtual object in the virtual game scene, by following the player virtual object.
In a third aspect, an embodiment of the present application provides an electronic device, including:
a processor; and
A memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method as in the first aspect.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium storing a data processing program for execution by a processor to perform a method as in the first aspect.
The method for controlling the virtual object in the game comprises the steps of displaying a graphical user interface of a virtual game through a display screen of electronic equipment, wherein the graphical user interface comprises at least part of virtual game scenes, and each virtual game scene comprises at least one player virtual object and at least one non-player virtual object; the player virtual object performs a first behavioral action in the virtual game scene; the first action is the game action currently executed by the player to control the player virtual object. In response to a triggering operation of a behavior control event for the non-player virtual object, establishing a behavior following relationship between the player virtual object and the non-player virtual object; in the case where there is a behavior following relationship between the player virtual object and the non-player virtual object, controlling the non-player virtual object to execute a second behavior action associated with the first behavior action may be understood as a second behavior action related to the first behavior action.
Therefore, the method can establish the behavior following relation between the player virtual object and the non-player virtual object in the game, so that the player indirectly controls the behavior action of the non-player virtual object by directly controlling the behavior action of the player virtual object, and the second behavior action executed by the controlled non-player virtual object is associated with the first behavior action, thereby breaking the established behavior logic of the non-player virtual object, strengthening the interactive feedback between the behavior action of the non-player virtual object and the player operation, improving the game interestingness and improving the game experience of the player.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other 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 an example of a game system for implementing a method for controlling virtual objects in a game according to an embodiment of the present application;
FIG. 2 is a flowchart illustrating an example of a method for controlling virtual objects in a game according to an embodiment of the present application;
FIG. 3 is a schematic diagram of an interface display of a non-player virtual object according to an embodiment of the present application for executing a second behavior action;
FIG. 4 is a schematic diagram illustrating an example of the operation of controlling a non-player virtual object to execute a second behavior action through a first selection operation according to an embodiment of the present application;
FIG. 5 is a schematic diagram illustrating an example of the operation of controlling another non-player virtual object to execute a second behavior action through a first selection operation according to an embodiment of the present application;
FIG. 6 is a schematic diagram illustrating an example of a behavior recovery operation according to an embodiment of the present application;
FIG. 7 is a schematic diagram illustrating an example of a behavior following control according to an embodiment of the present application;
FIG. 8 is a schematic diagram illustrating an example of a second selection operation according to an embodiment of the present application;
FIG. 9 is a schematic diagram illustrating another example of the second selection operation according to the embodiment of the present application;
FIG. 10 is a schematic diagram illustrating an example of a third selection operation according to an embodiment of the present application;
FIG. 11 is a schematic diagram illustrating an example of setting a non-player virtual object selected by a fourth drag operation to an unselected state according to an embodiment of the present application;
FIG. 12 is a schematic diagram of a control device for virtual objects in a game according to an embodiment of the present application;
FIG. 13 is a block diagram of an electronic device for controlling virtual objects in a game according to an embodiment of the present application.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. The present application may be embodied in many other forms than those herein described, and those skilled in the art will readily appreciate that the present application may be similarly embodied without departing from the spirit or essential characteristics thereof, and therefore the present application is not limited to the specific embodiments disclosed below.
It should be noted that the terms "first," "second," "third," and the like in the claims, description, and drawings of the present application are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. The data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
It should be understood that in embodiments of the present application, "at least one" means one or more and "a plurality" means two or more. "and/or" is merely an association relationship describing an association object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. "comprising A, B and/or C" means comprising any 1 or any 2 or 3 of A, B, C.
It should be understood that in embodiments of the present application, "B corresponding to a", "a corresponding to B", or "B corresponding to a" means that B is associated with a from which B may be determined. Determining B from a does not mean determining B from a alone, but may also determine B from a and/or other information.
Before describing in detail the control method of virtual objects in a game provided by the present application, first, related concepts related to the present application will be described.
1. NPC characters refer to game objects in the game that are not manipulated, i.e., virtual objects that can only execute predefined game logic.
2. AI characters, which are "humanoid players" controlled by a well-defined program in a game, or "computer players", can simulate the game behavior of a real player, i.e., characters manipulated by a computer instead of a real player. Generally, AI characters can sense and interact with a series of operations of a real player, such as basic actions of attack and defense, and advanced actions of how to avoid attack of the player and find weaknesses of opponents.
In this embodiment, both the NPC character and the AI character described above can be regarded as non-player virtual objects, i.e., virtual characters that are not controlled by a real player.
Further description of the related art.
In one game, the player-controlled virtual object may release control class skills, allowing the AI character in the game to change the original game logic to some extent. For example, in a puppet skill in a wolf only game, after a virtual object controlled by a player exerts the puppet skill on an AI character of an enemy camp, the AI character of the enemy camp becomes a teammate of the virtual object controlled by the player and helps the player fight. Although the mode can change the established game logic of the AI character to a certain extent, such as changing the battle of the AI character, the battle behavior of the AI character after being controlled is not controlled by a player, and the battle is carried out according to the preset behavior logic, so that continuous interactive feedback does not exist between the battle behavior of the AI character and the battle operation of the player.
Or in another game, the player may release the game skills of the direct control class for the AI character in the game, which may change from manipulating the virtual object itself to manipulating the AI character directly. However, the player cannot control the AI character and the original virtual object thereof at the same time, i.e. only one control can be selected, which results in that the operation experience of the player in controlling the AI character is not two-dimensional with that in controlling the original virtual object thereof, and the performance of the player behavior can be simulated due to the failure to fully develop the AI character.
In addition, the above-described manner of changing the function of the predetermined behavior logic of the AI character needs to be implemented by a multi-step operation: use skills, specify AI roles, release skills, and manipulate AI roles. The operation steps are complicated, and the operation experience of the player is not high.
Based on the above-mentioned problems, the embodiments of the present application provide a method, an apparatus, an electronic device, and a computer-readable storage medium for controlling a virtual object in a game.
The method for controlling the virtual object in the game provided by the embodiment of the application can be executed by electronic equipment, and the electronic equipment can be a terminal or a server and other equipment. The terminal can be terminal equipment such as a smart phone, a tablet personal computer, a notebook computer and the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, basic cloud computing services such as big data and artificial intelligence platforms, and the like.
In an alternative embodiment, when the method for controlling the in-game virtual object in the game runs on the terminal device, the terminal device stores the game application program and the game virtual scene. The terminal device interacts with the player through a graphical player interface. The manner in which the terminal device presents the graphical player interface to the player may include a variety of ways, for example, the graphical player interface may be rendered for display on a display screen of the terminal device, or presented by holographic projection.
In an alternative embodiment, when the method of controlling the in-game virtual object in the game runs on the server, the method may be implemented and executed based on the cloud game system. Cloud gaming systems refer to gaming modalities based on cloud computing. The cloud game system comprises a server and client equipment. The running main body of the game application program and the game picture presentation main body are separated, and the storage and running of the game video display method in the game are completed on a server. The game screen presentation is completed at a client, and the client is mainly used for receiving and sending game data and presenting a game interface, for example, the client may be a display device with a data transmission function near a player side, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc., but a terminal device for processing game data is a cloud server. When playing the game, the player operates the client to send an instruction to the server, the server controls the game to run according to the instruction, codes and compresses data such as game pictures and the like, the data is returned to the client through a network, and finally, the game pictures are decoded and output through the client.
It should be noted that in the embodiment of the present application, the execution body of the method for controlling a virtual object in a game may be a terminal device or a server, where the terminal device may be a local terminal device or a client device in the aforementioned cloud game. The embodiment of the application does not limit the type of the execution body.
For example, the in-game virtual object control method is applied to the game system 100 in the electronic device as shown in fig. 1. Gaming system 100 may include at least one terminal 110, at least one server 120, at least one database 130, and a network. The terminals 110 held by the players may be connected to servers of different games through a network. A terminal is any device having computing hardware capable of supporting software application tools corresponding to executing a game.
The terminal 110 includes a display screen and a processor, wherein the display screen is used for presenting a game interface and receiving operations generated by a player acting on the game interface. The game interface may include a portion of a virtual game scene that is a virtual world in which virtual characters are active. The processor is used for running the game, generating a game interface, responding to the operation and controlling the display of game pictures on the display screen. When a player operates the game interface through the display screen, the game interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite-end server by responding to the received operation instruction.
In addition, when the game system 100 includes a plurality of terminals, a plurality of servers, a plurality of networks, different terminals may be connected to each other through different networks, through different servers. 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 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, the different terminals may be connected to other terminals or to a server or the like using their own bluetooth network or hotspot network. In addition, the system 100 may include multiple databases coupled to different servers and information related to the game may be continuously stored in the databases as different players play the multiplayer game online.
It should be noted that the schematic game system shown in fig. 1 is only an example, and the game system 100 described in the embodiment of the present application is for more clearly describing the technical solution of the embodiment of the present application, and is not limited to the technical solution provided in the embodiment of the present application, and those skilled in the art can know that the technical solution provided in the embodiment of the present application is equally applicable to similar technical problems with evolution of the game system and occurrence of new service scenarios.
It should be noted that, the control instructions appearing in the following detailed description of the method for controlling a virtual object in a game provided by the embodiment of the present application may be regarded as control instructions implemented by a player through a finger or a medium such as a control mouse, a keyboard or a stylus. Which medium is used in particular may be determined according to the type of terminal device. For example, when the terminal device is a touch screen device such as a mobile phone, a tablet computer, a game machine, etc., the player may perform operations on the touch screen by using any suitable object or accessory such as a finger, a stylus, etc., for example, the operations may be a sliding operation such as up, down, left, right, etc., a long press operation, a click operation, a double click operation, etc., but not limited thereto. When the terminal device is a non-touch screen terminal device such as a desktop computer or a notebook computer, the player can operate through an external device such as a mouse or a keyboard, but is not limited thereto.
The technical scheme of the application is described in detail through specific examples. It should be noted that the following embodiments may be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
Fig. 2 is a flowchart of an example of a method for controlling a virtual object in a game according to an embodiment of the present application. It should be noted that the steps shown may be performed in a different logical order than that shown in the method flow diagram. The method may include the following steps S210 to S230.
Step S210: and displaying a graphical user interface of the virtual game, wherein the graphical user interface comprises at least part of a virtual game scene, and the virtual game scene comprises at least one player virtual object and at least one non-player virtual object.
As can be seen from the above description, the graphical user interface is used for players to interact with the electronic device. The virtual game may include a role-playing game, a shooting game, a strategy game, and the like, and the embodiment is not particularly limited. The virtual game scene is a scene that a player controls a virtual object to complete game logic, and can comprise environment elements such as virtual sky, virtual land, virtual ocean and the like. By way of example, the virtual game scene may include any one or more of the following elements: game background elements, game virtual object elements, game prop elements, and the like.
In general, a virtual camera is disposed in a virtual game scene, and the virtual game scene displayed in a graphical user interface provided by an electronic device is part of game scene contents captured by the virtual camera. For example, in a first person game, a virtual camera may be provided at the head (e.g., eye position) of a virtual object controlled by a player, the virtual camera moving following the movement of the virtual object, the orientation of the virtual camera rotating following the rotation of the virtual body, and thus the virtual game scene is a partial game scene of a preset range in front of the virtual object. As another example, in a third person game, a virtual camera may be disposed directly above or behind a virtual object controlled by a player, and thus, the virtual game scene is a partial game scene including the virtual object. Various game virtual objects, virtual buildings, etc. may be included in the virtual game scene.
In a game, virtual objects may include player virtual objects and non-player virtual objects. In the embodiment of the application, the method is described by taking a third person game as an example, and the virtual game scene comprises player virtual objects corresponding to players controlling different electronic devices. A player virtual object is a virtual object that a player directly manipulates and can represent a player's avatar, including but not limited to a virtual character or virtual item. The player can control the virtual object of the player to execute different operations in the virtual scene, such as walking, climbing, jumping, running, shooting, attacking and the like, and a plurality of players can control the virtual objects selected by the players to interact in the virtual scene so as to simulate the effect of face-to-face interaction of the players. That is, in this embodiment, the player virtual object may include any one of virtual game scenes that is directly manipulated by the player, may include a virtual object controlled by the player who controls the electronic device that currently provides the graphical user interface, and may also include a virtual object controlled by the player who controls other electronic devices.
A non-player virtual object may be understood as a virtual object that is not controlled by a player, including, but not limited to, an NPC character, an AI character, virtual items, etc. in a game scene, where the AI character may include a teammate AI character that is in the same camp as the player virtual object, or may include an opponent AI character that is in a different camp than the player virtual object, which is not limiting.
In the present embodiment, the number of player virtual objects and the number of non-player virtual objects in the virtual game scene are not particularly limited, and may include one or more. In one embodiment, the same player may control virtual objects under multiple different accounts. Such as: the player A has two game accounts in one game, the two game accounts respectively correspond to the virtual object 1 and the virtual object 2 in the game process, and the player A logs in the two accounts on the two game terminals respectively to play the same game, so that two player virtual objects can exist in a game scene at the same time. Or include different player virtual objects manipulated by different players in the same game scene, i.e., there may be multiple player virtual objects in the game scene.
As shown in fig. 3, the graphic user interface 300 of fig. 3 (a) includes a virtual game scene 310, and the virtual game scene 310 includes, but is not limited to, a player virtual object 10, a horizon 11, an AI character 12, and a virtual tree 13 corresponding to a player controlling an electronic device for providing the graphic user interface 300. Wherein the AI character 12 and the virtual tree 13 are respectively different types of non-player virtual objects.
Note that, the dashed lines in fig. 3 are lines that are imaginary lines for explaining the virtual game scene, so that the virtual game scene is easy to understand, and the dashed lines do not exist on the game page displayed on the display interface of the terminal device.
Step S220: in response to a triggering operation of a behavior control event for the non-player virtual object, a behavior following relationship is established between the player virtual object and the non-player virtual object.
Step S230: in the case where a behavior following relationship exists between the player virtual object and the non-player virtual object, the non-player virtual object is controlled to perform a second behavior action associated with a first behavior action, wherein the first behavior action is an action performed by the player virtual object in the virtual game scene.
The first behavior action may be a behavior action that the player controls the player virtual object to be currently executed in the virtual game scene, may be any one behavior action of a plurality of preset behavior actions, and may include an attack type action or a non-attack type action. Attack-like actions may include, but are not limited to, shooting, fighting, etc.; non-attack type actions may include, but are not limited to, dancing, running, etc. The preferred following behavior of the embodiments of the present application is a non-attack class of action.
In this embodiment, the electronic device may establish a behavior-following relationship between the player virtual object and the non-player virtual object by responding to a player-triggered behavior control event for the non-player virtual object. The behavior following relationship may include a following virtual object and a followed virtual object. Wherein, while the followed virtual object performs the first behavioral action, the followed virtual object may follow the followed virtual object to perform a second behavioral action associated with the first behavioral action.
It should be noted that, in this embodiment, the above-mentioned association may be understood that the second behavior action is a game behavior action related to the first behavior action, and the association may be the same, similar, and/or preset with a corresponding relationship.
In some embodiments, the second behavior action associated with the first behavior action may be determined in advance according to the type attribute of the non-player virtual object and the action type of the first behavior action, and then the non-player virtual object may be controlled to execute the second behavior action.
For example, when the action type of the first action is a moving action and the type attribute of the non-player virtual object is a virtual article that is not movable, such as the virtual tree 13 in fig. 3. In this case, the second behavioral action associated with the first behavioral action may be to remain stationary, i.e., the player virtual object may not follow the player virtual object to perform the movement action, or the second behavioral action may be to follow the rhythm and magnitude of the movement action to rock.
Or when the action type of the first action is a move action and the type attribute of the non-player virtual object is an AI character that can move, such as AI character 12 in fig. 3. In this case, the second behavioral action performed by the non-player virtual object may be consistent with the movement action, i.e., the AI character may move with the player virtual object.
Or when the action type of the first action is an attack action and the type attribute of the non-player virtual object is an AI character with attack skills, the attack skills similar to the attack actions executed by the player virtual object can be screened out from the preset attack functions of the AI character to be used as the second action, so that the AI character can fight through the second action of the AI character.
The action type of the first action and the type attribute of the non-player virtual object are merely examples, and are not limited to the embodiment, and may be specifically set according to the game scene.
It will be appreciated that in the case where the player virtual object is a virtual object manipulated by another player, after a behavior following relationship is established between the player virtual object and a corresponding non-player virtual object, the non-player virtual object may make corresponding feedback on the operations performed by the player manipulating the player virtual object.
Therefore, the method can establish the behavior following relation between the player virtual object and the non-player virtual object in the game, so that the player indirectly controls the behavior action of the non-player virtual object by directly controlling the behavior action of the player virtual object, and the second behavior action executed by the controlled non-player virtual object is associated with the first behavior action, thereby breaking the established behavior logic of the non-player virtual object and improving the diversity of the behavior actions of the non-player virtual object; in addition, the behavior action of the non-player virtual object can be consistent with the operation of the player, continuous feedback can be generated aiming at the operation of the player, the interactive feedback between the behavior action of the non-player virtual object and the operation of the player is further enhanced, the game interestingness is improved, and the game experience of the player is improved.
For example, as shown in fig. 3 (a), when the player virtual object 10 in the virtual game scene 310 performs a dance action with both hands lifted, the player may trigger a behavior control event for the AI character 12, establishing a behavior following relationship between the AI character 12 and the player virtual object 10, causing the AI character 12 to perform the same dance action in the virtual game scene 320 following the player virtual object 10 as shown in fig. 3 (b).
As another example, as shown in fig. 3 (a), when the player virtual object 10 in the virtual game scene 310 performs a dance motion with both hands lifted, the player may trigger a behavior control event on the virtual tree 13, and a behavior following relationship is established between the virtual tree 13 and the player virtual object 10, so that the virtual tree 13 swings in the virtual game scene 330 following the rhythm and magnitude of the dance motion performed by the player virtual object 10 as shown in fig. 3 (c).
Specific operations by which a player triggers a behavior control event for a non-player virtual object may be referred to in the following description. The following provides a detailed description of some specific embodiments of the application.
In some embodiments, where a behavior following relationship exists between the player virtual object and the non-player virtual object, the apparent texture of the non-player virtual object may be adjusted to the apparent texture of the player virtual object. That is, the apparent texture of the player virtual object may be mapped to the non-player virtual object such that the apparent textures of the non-player virtual object and the player virtual object remain consistent. For example, when the apparent texture of the player virtual object is yellow and the apparent texture of the non-player virtual object is originally green, the apparent texture of the non-player virtual object may be adjusted to yellow in accordance with the apparent texture of the player virtual object in the case where there is a behavior following relationship between the player virtual object and the non-player virtual object. Therefore, the player can clearly see which non-player virtual objects and player virtual objects have the behavior following relation, the visual interest of the player is improved, and the game experience of the player is improved.
In some embodiments, the triggering operation of the behavior control event for the non-player virtual object may specifically include: a first selection operation for the player virtual object and the non-player virtual object. Accordingly, establishing a behavior following relationship between the player virtual object and the non-player virtual object includes: determining the player virtual object selected by the first selection operation as a followed virtual object, and determining the non-player virtual object selected by the first selection operation as a followed virtual object; the followed virtual object and the following virtual object have a behavior following relationship.
It will be appreciated that the first selection operations for the player virtual object and the non-player virtual object may specifically include a first click operation for the player virtual object and a second click operation for the non-player virtual object, where the first click operation and the second click operation are consecutive click operations. It will be appreciated that the order of the first click operation and the second click operation is not particularly limited, and that the following virtual object and the following virtual object in the behavior following relationship may be determined according to the type of the virtual object.
Or the first selection operation may include a first drag operation starting at the location of the player virtual object and ending at the location of the non-player virtual object; or alternatively
The second drag operation is initiated at the location of the non-player virtual object and terminated at the location of the player virtual object.
It will be appreciated that as shown in fig. 4 (a), the first drag operation in the virtual game scene 310 may be: a pressing operation is applied at the location of the player virtual object 10 to show the selected player virtual object 10 and the continued action of the pressed state sliding along the path indicated by the dashed arrow 14 to the release of the hand at the location of the non-player virtual object 12 is maintained. A behavior following relationship may be established between the player virtual object 10 and the non-player virtual object 12 through the first drag operation, and as shown in fig. 4 (b), the non-player virtual object 12 is caused to follow the player virtual object 10 to perform a dance motion.
As shown in fig. 4 (c), the second drag operation in the virtual game scene 310 may be: a pressing operation is applied at the location of the non-player virtual object 12 to show the selection of the non-player virtual object 12 and the continued action of the pressing state sliding along the path indicated by the virtual thread head to the point where the player virtual object 10 is out of the hands is maintained. A behavior following relationship may be established between the player virtual object 10 and the non-player virtual object 12 through the second drag operation, and as shown in (b) of fig. 4, the non-player virtual object 12 is caused to follow the player virtual object 10 to perform a dance motion.
It should be noted that, the paths indicated by the dashed arrows shown in fig. 4 (a) and fig. 4 (c) are lines that are fictitious for easy understanding, and the game page displayed on the display interface of the terminal device may not have these dashed lines.
Or in some embodiments, the first selection operation may further include a first operation gesture at the location of the player virtual object and a second operation gesture at the location of the non-player virtual object, or a first operation gesture at the location of the non-player virtual object and a second operation gesture at the location of the player virtual object, wherein the first operation gesture is associated with the second operation gesture.
In a specific embodiment, the first operation gesture may be a grabbing operation gesture and the second operation gesture may be a releasing operation gesture associated with the grabbing operation gesture. As shown in fig. 5 (a), a pinch gesture of a thumb and an index finger is applied as a gripping operation gesture at a position corresponding to the player virtual object 10 in the virtual game scene 310, and then the thumb and the index finger are slid to a position where the non-player virtual object 13 is located along a dotted arrow 16 while maintaining the pinch state, the thumb and the index finger are changed from the pinch state to a release state, and the release operation gesture is performed as a second operation gesture, as shown in fig. 5 (b), at a position corresponding to the player virtual object 13 in the virtual game scene 310 to establish a behavior following relationship between the player virtual object 10 and the non-player virtual object 13, as shown in fig. 5 (c), and in the virtual game scene 330, the non-player virtual object 13 is made to swing following the rhythm and magnitude of the dance motion of the player virtual object 10.
It may be appreciated that, in this embodiment, the first selection operation for the player virtual object and the non-player virtual object may include a voice command, a preset shortcut key operation, and the like, in addition to the above-described continuous first click operation and second click operation, the first drag operation or the second drag operation, the first operation gesture, and the second operation gesture, and the embodiment is not particularly limited.
Through the clicking operation, the grabbing operation or the dragging operation, the use of entity controls in the game interface can be reduced, the display space of the game interface is not occupied, the operation is simple, and the operation experience of a player can be improved.
In one embodiment, in a case where the non-player virtual object performs a second behavior action associated with the first behavior action, in response to a behavior restoration operation for the non-player virtual object, the behavior following relationship between the player virtual object and the non-player virtual object is canceled, and the non-player virtual object is controlled to perform a preset behavior action.
The preset behavior action may be understood as a predetermined game behavior action set to the non-player virtual object in the game development stage. That is, before a behavior following relationship is set between the player virtual object and the non-player virtual object, the non-player virtual object performs a behavior action.
In some embodiments, behavior restoration operations for non-player virtual objects may include: and a third drag operation starting from the position of the non-player virtual object and ending at a preset position in the virtual game scene. Or may also be a click operation, a grabbing and releasing operation gesture, a voice instruction operation, a shortcut key operation, etc. starting from the position where the non-player virtual object is located and ending at a preset position in the virtual game scene, and the embodiment is not particularly limited.
The preset position in the virtual game scene may include a blank position in the virtual game scene, an edge position in the virtual game scene, or a designated position in the virtual game scene. Or in some embodiments, the termination location of the behavior restoration operation for the non-player virtual object may also be an edge location of the display screen. In this regard, the present embodiment is not particularly limited.
Next, a description will be given of a procedure of canceling the behavior following relationship between the player virtual object and the non-player virtual object and controlling the non-player virtual object to execute a preset behavior action, taking the behavior recovery operation as an example of the drag operation. As shown in fig. 6 (a), in the virtual game scene 320, the non-player virtual object 12 performs a dance motion following the player virtual object 11. In this case, in response to the pressing operation at the position where the non-player virtual object 12 is located, and the pressing state is kept sliding in the direction indicated by the broken line arrow 17, as shown in (b) of fig. 6, the hand is released at the blank position 18 in the virtual game scene 320 in the direction indicated by the broken line arrow 17. According to the continuous drag operation, the behavior following relationship between the player virtual object 10 and the non-player virtual object 12 is canceled, and the non-player virtual object 12 is controlled to perform the preset behavior action, and as shown in fig. 6 (c), the preset behavior action of the non-player virtual object 12 is standing still, and in response to the above behavior restoration operation, the non-player virtual object 12 is restored to the behavior action of standing still.
Through the behavior recovery operation of the non-player virtual object in the behavior following state, the behavior following state of the non-player virtual object can be interrupted or replaced at any time, the game requirement of a player is met, the interactive feedback between the non-player virtual object and the player is enhanced, and the game experience of the player is improved.
In some embodiments, a behavior following control is also included in the graphical user interface. As shown in fig. 7, in the graphical user interface 300 shown in fig. 7, a behavior following control 19 is included. The behavior following control is used for controlling the enabling or disabling of the behavior following mode, when a player clicks and selects the behavior following control, the behavior following mode is entered, and the player can establish a behavior following relation between the selected player virtual object and the non-player virtual object in the behavior following mode. It can be appreciated that, after the behavior following control is triggered to enter the behavior following mode, multiple mapping of the behavior actions of the player virtual object can be realized, that is, a plurality of non-player virtual objects can execute related behavior actions along with one player virtual object.
By setting the behavior following control and starting the behavior following mode through the behavior following control, the false touch probability of the player in the game can be reduced, namely, the situation that the player wrongly triggers the behavior following mode when using other game functions is avoided, and the game experience of the player is improved.
In some specific embodiments, before the triggering operation in response to the behavior control event for the non-player virtual object, the method may further include a step of setting the player virtual object selected by the second selection operation as a trackable virtual object in response to the second selection operation for the behavior following control and the player virtual object.
The above-described trackable virtual object may be understood as a virtual object that can be tracked, that is, a player virtual object in a state waiting to be tracked.
It will be appreciated that the player virtual object selected by the second selection operation may include one or more of the player virtual objects, and the specific number of the present embodiments is not particularly limited.
In some embodiments, the second selection operation for the behavior following control and the player virtual object may include a third click operation for the behavior following control and a fourth click operation for the player virtual object, where the third click operation and the fourth click operation are consecutive click operations; or the second selection operation may further include a drag operation starting from the position of the behavior following control and ending at the position of the virtual object of the player; or the second selection operation may further include a drag operation starting from the position of the virtual object of the player and ending at the position of the behavior following control; or may also include a grab release operation gesture, voice command, or shortcut key operation, etc., as described above. The present embodiment is not particularly limited.
Next, a drag operation starting from the position of the behavior-following control and ending at the position of the virtual object of the player will be described as an example. As shown in fig. 8 (a), in the graphical user interface 300 shown in fig. 8 (a), a virtual game scene 340 including a player virtual object 10, a player virtual object 20, a horizon 11, a non-player virtual object 12, and a virtual tree 13, and a behavior following control 19 are included.
Based on the graphical user interface shown in fig. 8 (a), the drag operation may be performed by applying a pressing operation at the position where the behavior following control 19 is located as shown in fig. 8 (a) and 8 (b), and sliding along the route indicated by the broken line arrow 21 while keeping the pressed state, and releasing the hand until the position where the player virtual object 10 is located. As shown in fig. 8 (c), to complete the drag operation after the hand is released, the electronic device sets the player virtual object 10 selected by the drag operation as a virtual object that can be followed in response to the drag operation.
If during the drag operation, as shown in fig. 9 (a), a pressing operation is applied to the position of the behavior following control 19 in the virtual game scene 340, and the pressed state is kept sliding along the path indicated by the dotted arrow 22, as shown in fig. 9 (b), the pressed state is kept from being loosened by the user when the pressed state is slid to the position of the virtual object 10, and the sliding is continued along the path indicated by the dotted arrow 23 until the user releases his hand when the pressed state is slid to the position of the virtual object 19. After the hand is released, the electronic device sets the player virtual object 10 and the player virtual object 19 selected in the drag operation as the virtual objects that can be followed in response to the drag operation.
In some embodiments, the player virtual object selected by the second selection operation is displayed in a first highlighting manner. That is, the player is facilitated to distinguish between the player virtual object that can be followed and the player virtual object that cannot be followed by the player virtual object by setting the display of the virtual object that can be followed in the first highlighting manner, which facilitates the player to trigger a behavior control event for the non-player virtual object according to the virtual object that can be followed in the player virtual object.
It will be appreciated that highlighting the player virtual object selected by the second selection operation refers to displaying the player virtual object selected by the second selection operation in a different manner than the current player virtual object. Highlighting may include one or more of the following exemplary display modes: highlighting, stroking or strobing. Highlighting refers to displaying the display brightness of the player virtual object selected by the second selection operation at a brightness exceeding the display brightness of the player virtual object. The description display refers to thickening display or display of a preset color, a preset line and the like on the image profile or the identification profile of the player virtual object selected by the second selection operation. The stroboscopic display means that the player virtual object selected by the second selection operation is flashed according to a preset frequency within a preset time.
The first highlighting manner may be any one of the above-described exemplary highlighting manners, and the present embodiment is not particularly limited. As shown in fig. 8 (c), the outline of the player virtual object 10 selected by the second selection operation is thickened to be displayed in comparison with the player virtual object 20 to prompt the player virtual object 10 to be a virtual object that can be followed. As shown in fig. 9 (b), when the third drag operation is slid to the position of the player virtual object 10, the outline of the player virtual object 10 is displayed in bold, and at this time, the player virtual object 19 is not selected and is not highlighted. When the third drag operation continues to slide until the position of the player virtual object 19 is reached, the player virtual object 19 is highlighted.
After setting the player virtual object selected in the second selection operation as a trackable virtual object based on the behavior following control, the triggering operation in response to the behavior control event for the non-player virtual object may include: in response to a third selection operation of the player virtual object and the non-player virtual object selected for the second selection operation.
It can be appreciated that the third selection operation may refer to the foregoing description of the first selection operation, which is not repeated herein. The difference from the first selection operation is that the selection range of the player virtual object corresponding to the first selection operation may be all player virtual objects in the virtual game scene, and the selection range of the player virtual object corresponding to the third selection operation is the player virtual object selected by the second selection operation.
In some embodiments, the non-player virtual object selected by the third selection operation may be displayed in a second highlighting manner. The second highlighting may be any of the exemplary highlighting described previously. The present embodiment is not particularly limited.
In some embodiments, the third selection operation may specifically include a fourth drag operation starting at the location of the player virtual object selected by the second selection operation and ending at the non-player virtual object.
Note that the non-player virtual object selected by the fourth drag operation may include one or more. For example, based on the selection of the player virtual object 10 by the second selection operation, the player virtual object 10 is set to be a virtual object that can be followed and highlighted, as shown in fig. 10 (a). The fourth drag operation may be a continuous operation of applying a pressing operation at the position where the player virtual object 10 is highlighted and keeping the pressed state slid along the route indicated by the dotted arrow 24 to release the hand at the position where the non-player virtual object 12 is located. Or as shown in fig. 10 (b), the fourth drag operation may be a continuous operation of not loosening the hand at the position of the non-player virtual object 12, keeping the pressed state continuously slid along the dotted arrow 25 to loosening the hand at the position of the non-player virtual object 13. The non-player virtual objects that the fourth drag operation passes through during the sliding process each represent a selection of the non-player virtual object. After the hands are loosened, the graphical user interface shown in fig. 10 (c) is obtained, the non-player virtual object 12 and the non-player virtual object 13 are selected in the fourth drag operation, and after the fourth drag operation is terminated, the non-player virtual object 12 and the non-player virtual object 13 follow the player virtual object 10 to execute the dancing action.
In some embodiments, when the fourth drag operation is detected to select the non-player virtual object selected by the fourth drag operation again in the case where the fourth drag operation is not terminated, the non-player virtual object selected by the fourth drag operation is set to an unselected state.
It is understood that the above-described fourth drag operation not being terminated may be understood as the player being in an unsmooth state when the fourth drag operation is applied.
Based on the fourth drag operation in fig. 10, the non-player virtual object selected by the fourth drag operation may be the non-player virtual object 12 and the non-player virtual object 13 highlighted in black in the virtual game scene 360 shown in (a) in fig. 11, and in the case where the player does not loose his hands, as shown in (b) in fig. 11, if the pressed state in which the player keeps the fourth drag operation continues to slide along the route indicated by the broken line arrow 26 and passes through the selected non-player virtual object 13 again, the non-player virtual object 13 is set to the unselected state, and the black highlight in the graphical user interface 360 shown in (a) in fig. 11 changes to the white display in the graphical user interface 370 shown in (b) in fig. 11.
Thus, the method provided by the embodiment is described, and the method provided by the embodiment can enable a player to indirectly control the behavior action of the non-player virtual object by directly controlling the behavior action of the player virtual object by establishing the behavior following relation between the player virtual object and the non-player virtual object in the game, and the second behavior action executed by the controlled non-player virtual object is associated with the first behavior action, so that the established behavior logic of the non-player virtual object can be broken, and the diversity of the behavior actions of the non-player virtual object is improved; in addition, the behavior action of the non-player virtual object can be consistent with the operation of the player, the non-player virtual object can generate continuous feedback aiming at the operation of the player, the interactive feedback between the behavior action of the non-player virtual object and the operation of the player is further enhanced, the game interestingness is improved, and the game experience of the player is improved.
In addition, by setting the behavior following control, behavior actions of a plurality of non-player virtual objects can be controlled simultaneously, the interaction flow is simple, the operation is convenient and quick, and the operation experience of players in games is improved.
It will be appreciated that the above-described information of dimensions, appearances, layouts, display patterns, etc. of the elements in the interface schematic diagrams like those shown in fig. 1 to 11 are exemplary and are not limiting to the actual dimensions.
Corresponding to the method for controlling a virtual object in a game provided in the embodiment of the present application, the embodiment of the present application further provides a device 400 for controlling a virtual object in a game, as shown in fig. 12, where the device 400 includes: a display unit 401, a relationship establishing unit 402, and an executing unit 403;
The display unit 401 is configured to display a graphical user interface of a virtual game, where the graphical user interface includes at least a part of a virtual game scene, and the virtual game scene includes at least one player virtual object and at least one non-player virtual object;
the relationship establishing unit 402 is configured to establish a behavior following relationship between the player virtual object and the non-player virtual object in response to a trigger operation of a behavior control event for the non-player virtual object;
The executing unit 403 is configured to control, in a case where a behavior following relationship exists between the player virtual object and the non-player virtual object, the non-player virtual object to follow the player virtual object to execute a second behavior action associated with a first behavior action, where the first behavior action is an action executed by the player virtual object in a virtual game scene.
Optionally, the executing unit 403 is specifically configured to determine, according to the type attribute of the non-player virtual object and the action type of the first action, a second action associated with the first action; and controlling the non-player virtual object to execute the second behavior action.
Optionally, the apparatus 400 further includes an appearance adjustment unit 404;
And an appearance adjustment unit 404, configured to adjust, in a case where a behavior following relationship exists between the player virtual object and the non-player virtual object, an appearance texture of the non-player virtual object to an appearance texture of the player virtual object.
Optionally, a first selection operation for the player virtual object and the non-player virtual object.
The relationship establishing unit 402 is specifically further configured to determine the player virtual object selected by the first selection operation as a followed virtual object, and determine the non-player virtual object selected by the first selection operation as a followed virtual object; the followed virtual object and the following virtual object have a behavior following relationship.
Optionally, the first selection operation for the player virtual object and the non-player virtual object includes: a first drag operation starting at the location of the player virtual object and ending at the location of the non-player virtual object; or a second drag operation that starts at the location of the non-player virtual object and ends at the location of the player virtual object.
Optionally, the apparatus 400 further includes a behavior restoration unit 405;
And a behavior restoration unit 405, configured to cancel a behavior following relationship between the player virtual object and the non-player virtual object in response to a behavior restoration operation for the non-player virtual object, and control the non-player virtual object to perform a preset behavior action, in a case where the non-player virtual object performs the second behavior action.
Optionally, the foregoing behavior restoration unit 405 is specifically configured to, in a case where the second behavior action is performed by the non-player virtual object, cancel a behavior following relationship between the player virtual object and the non-player virtual object in response to a third drag operation that starts at a position where the non-player virtual object is located and ends at a preset position in the virtual game scene, and control the non-player virtual object to perform the preset behavior action.
Optionally, the graphical user interface further comprises a behavior following control; the apparatus 400 further comprises a setting unit 406;
A setting unit 406, configured to, before the triggering operation that responds to the behavior control event for the non-player virtual object, respond to a second selection operation for the behavior following control and the player virtual object, and set the player virtual object selected by the second selection operation as a virtual object that can be followed.
The relationship establishing unit 402 is specifically further configured to establish, in response to a third selection operation for the player virtual object and the non-player virtual object selected by the second selection operation, a behavior following relationship between the player virtual object and the non-player virtual object selected by the third selection operation.
Optionally, the third selection operation includes a fourth drag operation starting at a location of the player virtual object selected by the second selection operation and ending at the non-player virtual object.
Optionally, the setting unit 406 is further configured to, when the fourth drag operation is detected that the fourth drag operation reselects the non-player virtual object that has been selected by the fourth drag operation, set the non-player virtual object that has been selected by the fourth drag operation to an unselected state.
Optionally, the display unit 401 is further configured to display, in a first highlighting manner, the virtual object of the player selected by the second selection operation.
Optionally, the display unit 401 is further configured to display, in a second highlighting manner, the non-player virtual object selected by the third selection operation.
Corresponding to the method for controlling a virtual object in a game provided by the embodiment of the present application, the embodiment of the present application further provides an electronic device 500 for controlling a virtual object in a game, as shown in fig. 13, where the electronic device 500 includes: a processor 501; and a memory 502 for storing a program of a control method of the virtual object in the game, the apparatus being powered on and executing the program of the control method of the virtual object in the game by the processor, performing the steps of:
Displaying a graphical user interface of a virtual game, wherein the graphical user interface at least comprises part of virtual game scenes, and the virtual game scenes comprise at least one player virtual object and at least one non-player virtual object;
Establishing a behavior following relationship between the player virtual object and the non-player virtual object in response to a triggering operation of a behavior control event for the non-player virtual object;
In the event that a behavior following relationship exists between the player virtual object and the non-player virtual object, the non-player virtual object follows the player virtual object to perform a second behavior action associated with a first behavior action, wherein the first behavior action is an action performed by the player virtual object in a virtual game scene.
Corresponding to the method for controlling a virtual object in a game provided by the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program for controlling a virtual object in a game, the program being executed by a processor to perform the steps of:
Displaying a graphical user interface of a virtual game, wherein the graphical user interface at least comprises part of virtual game scenes, and the virtual game scenes comprise at least one player virtual object and at least one non-player virtual object;
Establishing a behavior following relationship between the player virtual object and the non-player virtual object in response to a triggering operation of a behavior control event for the non-player virtual object;
In the event that a behavior following relationship exists between the player virtual object and the non-player virtual object, the non-player virtual object follows the player virtual object to perform a second behavior action associated with a first behavior action, wherein the first behavior action is an action performed by the player virtual object in a virtual game scene.
It should be noted that, for the detailed description of the apparatus, the electronic device, and the computer readable storage medium provided in the embodiments of the present application, reference may be made to the related description of the embodiments of the method for controlling the virtual object in the game provided in the embodiments of the present application, which is not repeated here.
While the application has been described in terms of preferred embodiments, it is not intended to be limiting, but rather, it will be apparent to those skilled in the art that various changes and modifications can be made herein without departing from the spirit and scope of the application as defined by the appended claims.
In one typical configuration, the electronic device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include volatile memory in a computer-readable medium, random Access Memory (RAM) and/or nonvolatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of computer-readable media.
1. Computer readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable operations, data structures, modules of the program, or other data. Examples of storage media for a computer include, but are not limited to, phase change memory (PRAM), static Random Access Memory (SRAM), dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), read Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium, which can be used to store information that can be accessed by a computing device. Computer readable media, as defined herein, does not include non-transitory computer readable media (transmission media), such as modulated data signals and carrier waves.
2. It will be appreciated by those skilled in the art that embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
While the application has been described in terms of preferred embodiments, it is not intended to be limiting, but rather, it will be apparent to those skilled in the art that various changes and modifications can be made herein without departing from the spirit and scope of the application as defined by the appended claims.
Claims (15)
1. A method for controlling a virtual object in a game, the method comprising:
Displaying a graphical user interface of a virtual game, wherein the graphical user interface at least comprises part of virtual game scenes, and the virtual game scenes comprise at least one player virtual object and at least one non-player virtual object;
Establishing a behavior following relationship between the player virtual object and the non-player virtual object in response to a triggering operation of a behavior control event for the non-player virtual object;
And in the case that a behavior following relationship exists between the player virtual object and the non-player virtual object, controlling the non-player virtual object to follow the player virtual object to execute a second behavior action associated with a first behavior action, wherein the first behavior action is an action executed by the player virtual object in the virtual game scene.
2. The method of claim 1, wherein the controlling the non-player virtual object to follow the player virtual object to perform a second behavioral action associated with a first behavioral action comprises:
Determining a second behavior action associated with the first behavior action according to the type attribute of the non-player virtual object and the action type of the first behavior action;
And controlling the non-player virtual object to execute the second behavior action.
3. The method according to claim 1, wherein the method further comprises:
and adjusting the appearance texture of the non-player virtual object to the appearance texture of the player virtual object in the condition that a behavior following relation exists between the player virtual object and the non-player virtual object.
4. The method of claim 1, wherein the triggering operation of the behavior control event for the non-player virtual object comprises:
a first selection operation for the player virtual object and the non-player virtual object;
the establishing a behavior following relationship between the player virtual object and the non-player virtual object includes:
Determining the player virtual object selected by the first selection operation as a followed virtual object, and determining the non-player virtual object selected by the first selection operation as a followed virtual object; the followed virtual object and the following virtual object have a behavior following relationship.
5. The method of claim 4, wherein the first selection operation for the player virtual object and the non-player virtual object comprises:
a first drag operation starting at the location of the player virtual object and ending at the location of the non-player virtual object; or alternatively
And a second drag operation starting at the position of the non-player virtual object and ending at the position of the player virtual object.
6. The method according to claim 1, wherein the method further comprises:
In the case where the non-player virtual object performs the second behavior action, canceling the behavior following relationship between the player virtual object and the non-player virtual object in response to a behavior restoration operation for the non-player virtual object, and controlling the non-player virtual object to perform a preset behavior action.
7. The method of claim 6, wherein the behavior restoration operation for the non-player virtual object comprises:
And a third drag operation starting from the position of the non-player virtual object and ending at a preset position in the virtual game scene.
8. The method of claim 1, further comprising a behavior following control in the graphical user interface; before the triggering operation in response to the behavior control event for the non-player virtual object, the method further comprises:
responsive to a second selection operation for the behavior following control and the player virtual object, setting the player virtual object selected by the second selection operation as a follower virtual object;
The triggering operation in response to a behavior control event for the non-player virtual object includes:
And responding to a third selection operation of the player virtual object and the non-player virtual object selected by the second selection operation.
9. The method of claim 8, wherein the third selection operation includes a fourth drag operation starting at a location of the player virtual object selected by the second selection operation and ending at the non-player virtual object.
10. The method according to claim 9, wherein the method further comprises:
And when detecting that the fourth drag operation is selected again by the fourth drag operation under the condition that the fourth drag operation is not terminated, setting the non-player virtual object selected by the fourth drag operation to be in an unselected state.
11. The method of claim 7, wherein the method further comprises:
And displaying the player virtual object selected by the second selection operation in a first highlighting mode.
12. The method of claim 8, wherein the method further comprises:
And displaying the non-player virtual object selected by the third selection operation in a second highlighting mode.
13. A control device for virtual objects in a game, the device comprising: the device comprises a display unit, a relation establishing unit and an executing unit;
The display unit is used for displaying a graphical user interface of the virtual game, wherein the graphical user interface at least comprises part of virtual game scenes, and the virtual game scenes comprise at least one player virtual object and at least one non-player virtual object;
The relationship establishing unit is used for responding to the triggering operation of the behavior control event aiming at the non-player virtual object and establishing a behavior following relationship between the player virtual object and the non-player virtual object;
The execution unit is configured to, in a case where a behavior following relationship exists between the player virtual object and the non-player virtual object, execute a second behavior action associated with the first behavior action, where the first behavior action is an action executed by the player virtual object in the virtual game scene, by following the player virtual object.
14. An electronic device, comprising:
a processor; and
A memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method of any one of claims 1 to 12.
15. A computer readable storage medium, characterized in that a data processing program is stored, which program is run by a processor, performing the method according to any of claims 1-12.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202410189978.0A CN118161861A (en) | 2024-02-20 | 2024-02-20 | Method and device for controlling virtual object in game, electronic equipment and storage medium |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202410189978.0A CN118161861A (en) | 2024-02-20 | 2024-02-20 | Method and device for controlling virtual object in game, electronic equipment and storage medium |
Publications (1)
Publication Number | Publication Date |
---|---|
CN118161861A true CN118161861A (en) | 2024-06-11 |
Family
ID=91355467
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN202410189978.0A Pending CN118161861A (en) | 2024-02-20 | 2024-02-20 | Method and device for controlling virtual object in game, electronic equipment and storage medium |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN118161861A (en) |
-
2024
- 2024-02-20 CN CN202410189978.0A patent/CN118161861A/en active Pending
Similar Documents
Publication | Publication Date | Title |
---|---|---|
WO2022151946A1 (en) | Virtual character control method and apparatus, and electronic device, computer-readable storage medium and computer program product | |
KR102706744B1 (en) | Method and apparatus, device, storage medium and program product for controlling virtual objects | |
WO2022222592A1 (en) | Method and apparatus for displaying information of virtual object, electronic device, and storage medium | |
CN113559520B (en) | Interaction control method and device in game, electronic equipment and readable storage medium | |
WO2022257653A1 (en) | Virtual prop display method and apparatus, electronic device and storage medium | |
TW202227172A (en) | Method of presenting virtual scene, device, electrical equipment, storage medium, and computer program product | |
US20240165515A1 (en) | Game interaction method and apparatus, electronic device, and storage medium | |
CN113350779A (en) | Game virtual character action control method and device, storage medium and electronic equipment | |
CN114377396A (en) | Game data processing method and device, electronic equipment and storage medium | |
CN113476825A (en) | Role control method, role control device, equipment and medium in game | |
JP6470488B2 (en) | Information processing program, information processing apparatus, information processing system, and information processing method | |
CN115708956A (en) | Game picture updating method and device, computer equipment and medium | |
WO2023024078A1 (en) | Virtual object control method and apparatus, electronic device, and storage medium | |
CN118161861A (en) | Method and device for controlling virtual object in game, electronic equipment and storage medium | |
CN115634450A (en) | Control method, control device, equipment and medium for virtual role | |
CN113967355A (en) | Game virtual character action control method and device, storage medium and electronic equipment | |
CN117717780B (en) | Virtual character control method, device, electronic equipment and storage medium | |
WO2023231557A9 (en) | Interaction method for virtual objects, apparatus for virtual objects, and device, storage medium and program product | |
WO2023221944A1 (en) | Virtual character control method and apparatus, and electronic device and storage medium | |
WO2024060924A1 (en) | Interaction processing method and apparatus for virtual scene, and electronic device and storage medium | |
CN118286675A (en) | Skill switching method and device in game, electronic equipment and readable storage medium | |
CN116271811A (en) | Game operation method and device and electronic equipment | |
CN115888112A (en) | Control method, control device, equipment and medium for virtual role | |
CN116421982A (en) | Game processing method, game processing device, electronic equipment and computer readable storage medium | |
CN117122916A (en) | Game character attack direction control method and device and electronic equipment |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination |