WO2019179355A1 - 对象的控制方法和装置、存储介质、电子装置 - Google Patents

对象的控制方法和装置、存储介质、电子装置 Download PDF

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Publication number
WO2019179355A1
WO2019179355A1 PCT/CN2019/078225 CN2019078225W WO2019179355A1 WO 2019179355 A1 WO2019179355 A1 WO 2019179355A1 CN 2019078225 W CN2019078225 W CN 2019078225W WO 2019179355 A1 WO2019179355 A1 WO 2019179355A1
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WIPO (PCT)
Prior art keywords
target
obstacle
action
point
target object
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Application number
PCT/CN2019/078225
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English (en)
French (fr)
Inventor
韩闯
汤捷
Original Assignee
腾讯科技 (深圳) 有限公司
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Publication of WO2019179355A1 publication Critical patent/WO2019179355A1/zh
Priority to US16/898,195 priority Critical patent/US11648475B2/en
Priority to US18/131,308 priority patent/US12023589B2/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features 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 for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features 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 for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • 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
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the embodiments of the present application relate to the field of the Internet, and in particular, to a method and device for controlling an object, a storage medium, and an electronic device.
  • the embodiment of the present application provides a method and device for controlling an object, a storage medium, and an electronic device, so as to at least solve the technical problem that the operation mode is single when faced with an obstacle in the related art.
  • a method for controlling an object includes: detecting a first operation triggered in a client, displaying a virtual scene in a client, where the first operation is used to indicate a virtual scene
  • the target object moves from one side of the target obstacle to the other side of the target obstacle; determines a target action to be performed by the target object, the target action is determined according to the attribute of the target obstacle, and the target action is the target object from the target obstacle
  • the movement of one side to the type of the type of climbing or the type of climbing performed by the other side of the target obstacle controlling the target object to perform the target action in the virtual scene.
  • an object control apparatus comprising one or more processors, and one or more memories storing program units, wherein the program units are executed by a processor, the program The unit includes: a detecting unit configured to detect a first operation triggered in the client, a virtual scene displayed in the client, the first operation being used to indicate that the target object in the virtual scene moves from one side of the target obstacle to The other side of the target obstacle; the determining unit is configured to determine a target action to be performed by the target object, the target action is determined according to the attribute of the target obstacle, and the target action is to move the target object from one side of the target obstacle to the target An overtype of type or a type of climbing performed by the other side of the obstacle; an execution unit configured to control the target object to perform the target action in the virtual scene.
  • a storage medium including a stored program that executes the above-described method while the program is running.
  • an electronic device comprising a memory, a processor, and a computer program stored on the memory and operable on the processor, the processor executing the method described above by a computer program.
  • the first operation triggered in the client is detected, the virtual scene is displayed in the client, and the first operation is used to indicate that the target object in the virtual scene moves from one side of the target obstacle to the target obstacle.
  • the other side of the object determining the target action to be performed by the target object, the target action is determined according to the attribute of the target obstacle, and the target action is performed by moving the target object from one side of the target obstacle to the other side of the target obstacle.
  • the action of the type of the climb or the type of the climb; the control of the target object in the virtual scene to perform the target action in other words, the embodiment of the present application provides a plurality of modes of operation over the obstacle in the virtual scene, which can solve the obstacles in the related art.
  • the technical problem of single operation mode of the object and thus the technical effect of enriching the operation when facing obstacles.
  • FIG. 1 is a schematic diagram of a hardware environment of a method of controlling an object according to an embodiment of the present application
  • FIG. 2 is a flowchart of an optional object control method according to an embodiment of the present application.
  • FIG. 3 is a schematic diagram of an optional game interface in accordance with an embodiment of the present application.
  • FIG. 4 is a schematic diagram of still another optional game interface in accordance with an embodiment of the present application.
  • FIG. 5 is a schematic illustration of an alternative obstacle in accordance with an embodiment of the present application.
  • FIG. 6 is a schematic illustration of yet another alternative obstacle in accordance with an embodiment of the present application.
  • FIG. 7 is a schematic diagram of still another optional game interface in accordance with an embodiment of the present application.
  • FIG. 8 is a schematic diagram of still another optional game interface in accordance with an embodiment of the present application.
  • FIG. 9 is a schematic diagram of still another optional game interface in accordance with an embodiment of the present application.
  • FIG. 10 is a schematic diagram of still another optional game interface in accordance with an embodiment of the present application.
  • FIG. 11 is a flowchart of still another optional method of controlling an object according to an embodiment of the present application.
  • FIG. 12 is a schematic illustration of yet another alternative obstacle in accordance with an embodiment of the present application.
  • Figure 13 is a schematic illustration of yet another alternative obstacle in accordance with an embodiment of the present application.
  • FIG. 14 is a schematic diagram of still another optional object control device according to an embodiment of the present application.
  • FIG. 15 is a structural block diagram of an electronic device according to an embodiment of the present application.
  • 3D games 3D electronic games based on 3D computer graphics, including but not limited to online 3D games for multiplayer online, single 3D games for single players, virtual reality game systems based on 3D game systems.
  • the platform has universal applicable attributes, such as the game console platform, mobile game platform, 3D games in the PC-side game platform are all 3D games.
  • First-person shooting game the first-person shooter is a branch of Action Game (ACT).
  • ACT Action Game
  • the first-person perspective shooting game is a shooting game based on the subjective perspective of the player. .
  • a method embodiment of a method of controlling an object is provided.
  • the above-described object control method can be applied to a hardware environment constituted by the server 101 and the terminal 103 as shown in Fig. 1.
  • the server 101 is connected to the terminal 103 through a network, and can be used to provide services (such as game services, application services, etc.) to terminals installed on the terminal or the terminal, and the database 105 can be set on the server or independently of the server.
  • the network 103 is used to provide a data storage service for the server 101.
  • the foregoing network includes, but is not limited to, a wide area network, a metropolitan area network, or a local area network.
  • the terminal 103 is not limited to a PC, a mobile phone, a tablet, or the like.
  • FIG. 2 is a flowchart of an optional object control method according to an embodiment of the present application. As shown in FIG. 2, the method may include the following steps:
  • Step S202 the terminal detects the first operation triggered in the client, the virtual scene is displayed in the client, and the first operation is used to indicate that the target object (107) in the virtual scene is from the side A of the target obstacle (109). Moving to the other side B of the target obstacle, the client can be used to manipulate objects in the virtual scene.
  • the above-mentioned virtual scene is a scene for forming a target application with an obstacle, such as a game application, a military simulation application, a social application, etc., for the unification of the description
  • the game application is taken as an example for description
  • the game type of the game application includes but is not limited.
  • the first client is a client formed after the application is installed on a mobile terminal, a PC, or the like.
  • the first operation described above may be an operation of directly triggering the target object to cross the obstacle, such as an operation of the "over” or “crawl” button on the client, or an operation of indirectly triggering the target object to cross the obstacle, the "running” button
  • the “walking” button, the “ ⁇ advance” button, etc., during the advancement of these operations, the obstacles can be automatically crossed.
  • Step S204 the terminal determines a target action to be performed by the target object, the target action is determined according to the attribute of the target obstacle, and the target action is a step performed by the target object moving from one side of the target obstacle to the other side of the target obstacle.
  • Type or type of climbing action is a target action to be performed by the target object.
  • the action that the target object can use to cross the obstacle is multiple. These actions belong to two types, such as the type of the climb type or the type of the climb type.
  • the target action is determined according to the attribute of the target obstacle, in other words, the target obstacle.
  • the current attribute values of the attributes are different, so the target actions used may be different.
  • the above-mentioned overturning is detected by scanning the attribute of the obstacle itself, such as setting the auxiliary judgment frame, so that the player can trigger the over-floating action by clicking the jump button to reach the other side of the obstacle when approaching the obstacle.
  • the above climbing refers to the detection of the obstacle's own property, such as the setting of the auxiliary judgment frame, so that the player can trigger the climbing action by clicking the climbing key to reach the upper surface of the obstacle when approaching the obstacle. You can even climb the upper surface of the obstacle after climbing.
  • Step S206 the terminal controls the target object to perform the target action in the virtual scenario, as shown in FIG.
  • step S206 it is only used to indicate that the control target object performs the target action, and whether the execution is successful, that is, whether the target object successfully moves from one side of the target obstacle to the other side of the target obstacle,
  • the application embodiment is not limited thereto.
  • control method of the object in the embodiment of the present application is performed by the terminal 103 as an example.
  • the method in the embodiment of the present application may also be executed by the server 101, or may be shared by the server 101 and the terminal 103. carried out.
  • the method for controlling the object executed by the terminal 103 in the embodiment of the present application may also be performed by a client installed thereon.
  • the action to be performed by the target object is determined according to the attribute of the target obstacle, that is, moving from one side of the target obstacle to the target obstacle.
  • a technical problem of a single operation mode when facing an obstacle thereby achieving a technical effect of enriching the operation when facing an obstacle.
  • the character in the 3D game scenario, can perform both the climbing and climbing behaviors, and when the climbing and climbing are satisfied, the branching system is utilized (ie, when the climbing and climbing conditions are simultaneously satisfied, Through the judgment of the player's behavior and the scene, dynamically determine the system that triggers the climb or climb.) Select the behavior that the player wants to perform, dynamically select and adjust the climb and climb according to the player's status, obstacle information, auxiliary judgment body and other conditions.
  • the action through the objective attribute of the obstacle and the setting of the auxiliary judgment body, can achieve the purpose of reaching the obstacle or standing above the obstacle through the action, and can dynamically judge the selection of the operation that the player wants to trigger.
  • the embodiments of the present application are further described in detail below with reference to the steps in FIG. 2:
  • step S202 in the process of the player manipulating the target object in the virtual scene through the client, if the target obstacle is encountered in the virtual scene, and the target obstacle is determined to be allowed to be overridden or climbed at the client, the player can trigger the first operation by clicking the identifier. At this time, the terminal can detect the first operation triggered in the client, and the first operation is used. The player instructs the target object in the virtual scene to move from one side of the target obstacle to the other side of the target obstacle.
  • the state of the obstacle may be configured for all objects in the virtual scene, in other words, if the obstacle is configured to be allowed to be crossed, then all objects in the virtual scene may cross the obstacle. If the obstacle is configured not to be crossed, then all objects in the virtual scene cannot cross the obstacle; the state of the obstacle is different for different objects in the virtual scene, such as the state of the obstacle may be based on the object The state of the obstacle is different. For example, an object with a height of 1.8 meters can pass, and vice versa. For example, an obstacle can be crossed for an object whose ability value reaches a certain threshold, and vice versa.
  • determining whether the obstacle is allowed to be crossed may include:
  • the first step is to determine the position of the target object (ie, the player character) by the auxiliary judgment body.
  • An auxiliary judging body 401 may be preset before the object to be overridden (ie, the obstacle 403). As shown in FIG. 4, only when the character (ie, the target object) enters the auxiliary judging body, the climbing and overriding can be triggered. In the judgment stage of the system, based on this method, all obstacles that can be climbed and climbed can be screened, and the targeted tests have the following advantages: first, reducing the risk of the system being out of control and abnormal conditions, and secondly, making The obstacles that can climb and climb are more reasonable.
  • the above-described auxiliary judgment body corresponds to a target area, which may be any area around the obstacle 403, and may even be an annular area surrounding the obstacle 403.
  • the condition when the condition is met, that is, after the target enters the auxiliary judging body, it may be determined whether there is a forbidden determining body 405 above the obstacle, if not, the climbing and overtaking system is not triggered, and if not, the triggering is allowed. Climbing and climbing the system into a further stage of judgment.
  • the third step is to climb and climb the system judgment stage.
  • the third step can be performed after the first step:
  • the configuration information of the obstacle is acquired, and the distance between the point in the target area and the obstacle is within a target threshold (eg, 1 meter, 50 cm, 10 cm, etc.)
  • a target threshold eg, 1 meter, 50 cm, 10 cm, etc.
  • the third step can also be performed after the first step and the second step:
  • the configuration information of the obstacle is acquired, and the distance between the point in the target area and the obstacle is within the target threshold; In case the configuration information indicates that the obstacle is allowed to be climbed or climbed, it is confirmed that the obstacle is allowed to be climbed or climbed; in the case where the configuration information indicates that the obstacle is not allowed to be climbed or climbed, it is confirmed that the obstacle is not allowed to be overridden Or climb.
  • the terminal selects a target action to be performed by the target object, the target action is determined according to the attribute of the target obstacle, and the target action is the target object from the target obstacle.
  • the terminal when selecting a target action to be performed by the target object, the terminal at least needs to consider the attribute of the target obstacle, in other words, the terminal selects the target action from the action set according to at least the attribute of the target obstacle, and the foregoing attribute Can be height, width, thickness, etc.
  • the foregoing terminal may select the target action from the action set according to at least the attribute of the target obstacle, or may only consider the attribute of the target obstacle, for example, when the height is higher than a threshold, determine to be executed.
  • the action type is the climbing type. You can select the default one climbing action or randomly select a climbing action. When the height is not higher than the threshold, determine that the type of action to be performed is a type of overtravel. You can select the default one. Action or randomly select a flip action.
  • the terminal may select the target action from the action set according to at least the attribute of the target obstacle, or may consider the attribute of the target obstacle and the attribute of the target object, in other words, the terminal according to the attribute of the target obstacle.
  • the attributes of the target object select the target action from the corresponding action set.
  • the terminal searches for a set of actions that match the attributes of the target obstacle from the plurality of sets.
  • the terminal may find a set of actions matching the height and thickness of the target obstacle from the plurality of sets.
  • An alternative implementation is as follows:
  • the target parabola is determined according to at least one of the velocity v, the inertia m, and the orientation of the target object before finding the action set matching the attribute of the target obstacle from the plurality of sets.
  • the inertial mass m does not change substantially. Therefore, the property that affects its parabola is mainly the orientation of velocity v and velocity.
  • the corresponding parabola y1, y2, y3 can be determined according to the initial speed, the inertial mass, and the speed direction.
  • the speed v obtained above may be the current speed of the target object.
  • the parabola may be calculated in real time according to the speed v, etc.
  • the speed v may also be the ideal speed of the target object (such as the set maximum speed).
  • the orientation is the optimal orientation (ie, the farthest direction that can be jumped in the case of the height h of the current obstacle), such as the target parabola y1 in FIG.
  • the thickness between the first point on the target obstacle and the second point on the target obstacle may be acquired first.
  • the first point 603 is a point on the face 601 that the target object passes over the target obstacle when the action of the overtype type starts to pass
  • the second point 605 is The target object adopts a point on the face opposite to the face 601 when the action of the overtype type passes over the target obstacle;
  • the first point and the second point may be equal, as shown in FIG. 5, and then the distance L1 between the third point x1 and the fourth point x2 on the target parabola is obtained, and the third point is the target.
  • the distance L1 is the longest distance that the target object can span under the height h, and the thickness L2 between the first point and the second point is not greater than the distance between the third point and the fourth point, in other words,
  • the type of the action included in the plurality of sets is searched for the action type of the overtype type; the thickness between the first point and the second point is greater than between the third point and the fourth point
  • the set of actions included in the plurality of sets is a set of actions of the climbing type.
  • the second step is to find the target action that matches the attribute of the target object from the action set.
  • the terminal may find the speed of the target object from the action set ( Current speed), inertia, and target action toward matching.
  • the selected target action mainly considers the angle between the target action and the obstacle. The magnitude of the target action is different, then the efficiency of using the corresponding speed is different, such as the target action is walking. If you cross the past, then the current speed of the target object has little effect on the success of the action.
  • the terminal searches for the target action matching the attribute of the target object from the action set, and may only consider the distance between the target object and the target obstacle and the height of the target obstacle, and according to the target object and the target obstacle.
  • the distance and the height of the target obstacle are found from the action set to the target action.
  • For each action in the action set there is a distance interval and a height interval.
  • the distance between the target object and the target obstacle is configured for the target action.
  • the height of the target obstacle is within the height interval configured for the target action.
  • Figures 7 through 10 depict four optional actions in the action set:
  • the use conditions include: the obstacle height is within the range [x1, x2]; the distance of the character (ie, the target object) from the wall is within the range [y1, y2], x1 ⁇ x2, Y1 ⁇ y2.
  • the use conditions include: the height is within the range [x3, x4]; the distance of the character from the wall is within the range [y3, y4], x3 ⁇ x4, y3 ⁇ y4.
  • the size of the upper space may be detected when the window is turned over, and the length is satisfied within the range [m1, m2], and when the width is within the range [n1, n2], and then executed, m1 ⁇ m2, N1 ⁇ n2.
  • the usage conditions include: the height is within the range [x5, x6]; the character distance from the wall is within the range [y5, y6], x5 ⁇ x6, y5 ⁇ y6.
  • the usage conditions include: the height is within the range [x7, x8]; the distance of the character from the wall [y7, y8], x7 ⁇ x7, y7 ⁇ y8.
  • the upper space may be additionally detected when the window is turned over, and the length is within the range [m3, m4], and the width is within the range [n3, n4], and m3 ⁇ m4, n3 ⁇ n4 .
  • x1 to x8, y1 to y8, m1 to m4, and n1 to n4 are values set in a standard unit of the unreal engine game engine; the range under different actions may be irrelevant.
  • the terminal can obtain attribute information such as obstacle height, thickness, width, etc., according to the height and thickness of the obstacle, determine whether the conditions of the overtaking and climbing are satisfied, and if satisfied, select the action that meets the condition to constitute the action set A, Then, according to the current forward speed, inertia and person orientation of the character, the corresponding action is finally selected in the action set A.
  • attribute information such as obstacle height, thickness, width, etc.
  • the inertia and the angle of the lens up and down ie the angle between the target object and the plane of the facing obstacle
  • step S206 the terminal controls the target object to perform the target action in the virtual scenario.
  • the first screen is displayed on the client, the first screen is used to indicate that the target object adopts the target action to cross the obstacle, and the target action is according to the current state of the target object.
  • a determined action in the case where the obstacle is configured not to be allowed to be crossed, the second screen is displayed on the client, and the second screen is used to indicate that the obstacle is not allowed to pass.
  • the first picture that is, the picture indicating that the target object adopts the process of the target action crossing the obstacle
  • the second picture may be the prompt information, such as displaying the text or the identifier whose semantics is “the obstacle cannot be crossed” in the picture, or
  • the screen information such as the screen of the playback target object that stops when the action touches the obstacle.
  • the above display can be displayed dynamically or statically (in the form of a single frame picture). If the first picture or the second picture is played in the form of a multi-frame picture, the display is displayed dynamically, and the first picture or the second picture is in a single frame. The form of the picture is played, then the display is static.
  • controlling the target object to perform the target action in the virtual scene may include: controlling, in the virtual scene, the target object to perform an action of the type of the overtype, and displaying a screen corresponding to the execution process of the action of the overtype type; controlling in the virtual scene The target object performs an action of a climbing type and displays a screen corresponding to the execution process of the action of the climbing type.
  • the second operation is to indicate that the target object stops climbing, knees on the surface of the obstacle, or stands on the top of the obstacle.
  • Step S1102 detecting that the player is facing an obstacle.
  • step S1104 it is judged whether the obstacle is restricted from climbing and overtaking, and if so, step S1106 is performed, otherwise, the process returns to step S1102.
  • step S1106 it is judged whether the obstacle satisfies the climbing condition, and if so, step S1108 is performed, otherwise, the process returns to step S1102.
  • step S1108 it is determined whether the obstacle is full or not, if yes, step S1114 is performed, otherwise step S1110 is performed.
  • step S1110 the climbing action is selected.
  • step S1112 the selected climbing action is performed.
  • step S1114 the branch system is started.
  • step S1116 an action is selected according to the condition.
  • step S1118 the selected action is performed.
  • the auxiliary judging body 1201 may be a trigger type volume (trigger volume) that does not have a collision.
  • the volume is triggered, and at this time, the prohibition body detection is started.
  • the module, the forbidden body detection module generates a detection box 1207 in front of the character, moves from the lowest height of the character to the highest height according to the moving direction shown in FIG. 12, and returns the information true if the prohibition determining body 1205 is touched, Allow climbs to climb, if not detected, enter the judgment phase of the system.
  • a virtual line P with a vertical character orientation is generated at the lowest height of the character.
  • the origin O is the intersection of P and Q. If the line P touches the collision, the information true is returned, and the virtual line P moves upward. Until the maximum height of the character object is reached or the return information is false, the height at which the virtual line P moves during the period is recorded, that is, the obstacle height h.
  • Width Similarly, another virtual straight line is generated according to the virtual line P in Fig. 13, and the width t is scanned from left to right as in the height method.
  • Thickness another virtual line is generated at the position of the line Q.
  • the origin is a point higher than the center point of the character, and the virtual line is moved along the line segment P.
  • the ray return length appears to be a steep increase greater than the threshold Y, it is set.
  • Character status Set a sequence table, which records the player UI trigger sequence. When a player status is needed, the first UI that can trigger the status is searched from the end of the sequence table. The corresponding state of the UI is the player status. .
  • Inertia Get the player's speed v and player's backpack capacity.
  • Special information record This information is counted as an attribute in the class of the auxiliary judgment body, stored as a table, and classified into special information types by numbers.
  • the table is returned at the same time, and the number corresponding to the table is executed. The way to deal with it.
  • the auxiliary judgment body is provided with a zero point, and when the character triggers over and climbs, the center point is too far from the zero point, and the character is forced to move to a zero point by a certain distance.
  • the embodiment of the present application solves the requirement that the player needs to smoothly cross the obstacle and reach the obstacle in the 3D game; the player can experience more comfortable and smooth based on the player state, the obstacle information, the auxiliary judgment body and the like; The system can dynamically judge whether the player wants to climb or climb while satisfying the climb and climb.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the embodiments of the present application may be embodied in the form of a software product in essence or in the form of a software product stored in a storage medium (such as ROM/RAM, disk).
  • the optical disc includes a plurality of instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method described in the various embodiments of the present application.
  • the apparatus may include one or more processors, and one or more memories storing program units, wherein The program unit is executed by a processor, and the program unit includes a detecting unit 1401, a determining unit 1403, and an executing unit 1405.
  • the detecting unit 1401 is configured to detect a first operation triggered in the client, the virtual scene is displayed in the client, and the first operation is used to indicate that the target object in the virtual scene moves from one side of the target obstacle to the target obstacle The other side of the object.
  • the determining unit 1403 is configured to determine a target action to be performed by the target object, the target action is determined according to an attribute of the target obstacle, and the target action is to move the target object from one side of the target obstacle to the other side of the target obstacle The type of overcrowding performed or the type of climbing type.
  • the executing unit 1405 is configured to control the target object to perform the target action in the virtual scene.
  • the detecting unit 1401 in this embodiment may be configured to perform step S202 in the embodiment of the present application.
  • the determining unit 1403 in this embodiment may be configured to perform step S204 in the embodiment of the present application.
  • the execution unit 1405 in the embodiment may be configured to perform step S206 in the embodiment of the present application.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
  • the embodiment of the present application provides a plurality of operation modes over the obstacle in the virtual scene, which can be solved in the related art.
  • the execution unit is further configured to: control, in the virtual scene, the action of the target object to be performed as a scroll type, and display a screen corresponding to the execution process of the action of the scroll type; or, in the virtual scene, the control target object is executed as Climb the type of action and display a picture corresponding to the execution of the action of the climb type.
  • the detecting unit may be further configured to detect a second operation triggered in the client in the process of controlling the target object to perform the target action in the virtual scenario; the executing unit may be further configured to respond to the detected In the second operation, the execution of the target action is stopped according to the instruction of the second operation.
  • the determining unit described above may be further configured to select a target action from the set of actions based on at least an attribute of the target obstacle.
  • the determining unit may be further configured to select a target action from the corresponding action set according to the attribute of the target obstacle and the attribute of the target object.
  • the determining unit may include: a first searching module configured to search for a set of actions matching the attributes of the target obstacle from the plurality of sets; and a second searching module configured to search from the action set The target action of the target object's attribute match.
  • the first lookup module described above may also be arranged to find a set of actions that match the height and thickness of the target obstacle from the plurality of sets.
  • the foregoing first searching module may include:
  • a first acquisition sub-module configured to acquire a thickness between a first point on the target obstacle and a second point on the target obstacle, wherein the first point is when the target object uses the over-type action to start over the target obstacle The point passed, the second point is the point at which the target object passes the action of the over-type obstacle over the target obstacle;
  • a second obtaining submodule configured to obtain a distance between a third point and a fourth point on the target parabola, wherein the third point is a point having the same height as the first point in the rising phase of the target parabola, the fourth point The point at which the target parabola has the same height as the second point in the descending phase of the target parabola, and the target parabola is a parabola formed when the target object adopts a flip type action to climb over the obstacle;
  • the first search submodule is configured to search for a type of the included action from the plurality of sets in a case where the thickness between the first point and the second point is not greater than a distance between the third point and the fourth point Overriding the type of action set;
  • a second search submodule configured to search for a type of the included action from the plurality of sets as the case where the thickness between the first point and the second point is greater than a distance between the third point and the fourth point A collection of actions of type.
  • the foregoing first searching module may include: a first determining submodule, configured to: according to the speed, inertia, and orientation of the target object before searching for the action set matching the attribute of the target obstacle from the plurality of sets At least one of the determinations of the target parabola.
  • the second search module may be further configured to search for a target action that matches the speed, inertia, and orientation of the target object from the action set.
  • the second searching module may include: a second determining submodule configured to determine a distance between the target object and the target obstacle and a height of the target obstacle; and a third search submodule configured to be based on the target The distance between the object and the target obstacle and the height of the target obstacle are found from the action set to the target action, wherein each action in the action set is configured with a distance interval and a height interval, the target object and the target obstacle The distance between them is within the distance interval configured for the target action, and the height of the target obstacle is within the height interval configured for the target action.
  • the apparatus of the embodiment of the present application may further include: a display unit configured to display an identifier for triggering the first operation in the client if the target obstacle is allowed to be overridden or climbed.
  • the display unit may include: an obtaining module configured to acquire configuration information of the obstacle in a case where the target object is located in the target area in the virtual scene, wherein a distance between the point in the target area and the obstacle Within the target threshold; the first confirmation module is configured to confirm that the obstacle is allowed to be overridden or climbed if the configuration information indicates that the obstacle is allowed to be overridden or climbed; the second confirmation module is set to the configuration information In the case where the obstacle is not allowed to be climbed or climbed, it is confirmed that the obstacle is not allowed to be climbed or climbed.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
  • an electronic device for implementing the above control method of an object which may be a server or a terminal.
  • the terminal may include one or more (only shown in FIG. 15).
  • the processor 1501, the memory 1503, and the transmission device 1505 (such as the transmitting device in the above embodiment), as shown in FIG. 15, may further include an input/output device 1507.
  • the memory 1503 can be configured to store software programs and modules, such as the control method of the object in the embodiment of the present application and the program instructions/modules corresponding to the device.
  • the processor 1501 runs the software program and the module stored in the memory 1503. Thereby, various functional applications and data processing are performed, that is, the above-described object control method is implemented.
  • the memory 1503 may include a high speed random access memory, and may also include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 1503 can further include memory remotely located relative to processor 1501, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the transmission device 1505 described above is arranged to receive or transmit data via a network, and may also be configured as a data transmission between the processor and the memory. Specific examples of the above network may include a wired network and a wireless network.
  • the transmission device 1505 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
  • NIC Network Interface Controller
  • transmission device 1505 is a radio frequency (RF) module that is configured to communicate with the Internet wirelessly.
  • RF radio frequency
  • the memory 1503 is set to store an application.
  • the processor 1501 can call the application stored in the memory 1503 through the transmission device 1505 to perform the following steps:
  • a first operation triggered in the client is detected, wherein a virtual scene is displayed in the client, and the first operation is used to indicate that the target object in the virtual scene moves from one side of the target obstacle to the other side of the target obstacle ;
  • Determining a target action to be performed by the target object wherein the target action is determined according to an attribute of the target obstacle, and the target action is a type of overstep performed by the target object moving from one side of the target obstacle to the other side of the target obstacle or Climbing type of action;
  • the processor 1501 is also configured to perform the following steps:
  • first point is a point that the target object passes when the action of the overtype type begins to cross the target obstacle
  • second point is the target The point at which the object passes over the target obstacle when the action of the type of overturning occurs
  • the third point is a point having the same height as the first point in the rising phase of the target parabola
  • the fourth point is the descending stage of the target parabola
  • Two points have the same height point
  • the target parabola is a parabola formed when the target object uses the over-type action to climb over the obstacle;
  • the type of the action included in the plurality of sets is searched for the action type of the scroll type
  • the action set of the type of the included action is searched for from the plurality of sets.
  • the first operation triggered in the client is detected, and the virtual scene is displayed in the client, and the first operation is used to indicate that the target object in the virtual scene moves from one side of the target obstacle to the target obstacle.
  • the other side determining the target action to be performed by the target object, the target action is determined according to the attribute of the target obstacle, and the target action is performed by moving the target object from one side of the target obstacle to the other side of the target obstacle.
  • the action of overriding the type or climbing type; controlling the target object to perform the target action in the virtual scene in other words, the embodiment of the present application provides a plurality of operation modes over the obstacle in the virtual scene, and can solve the obstacles in the related art.
  • the technical problem of single operation mode and thus the technical effect of enriching the operation when facing obstacles.
  • the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
  • Fig. 15 does not limit the structure of the above electronic device.
  • the terminal may also include more or less components (such as a network interface, display device, etc.) than shown in FIG. 15, or have a different configuration than that shown in FIG.
  • Embodiments of the present application also provide a storage medium.
  • the above storage medium may be set as a program code that executes a control method of an object.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the first operation triggered in the client is detected, where the virtual scene is displayed in the client, and the first operation is used to indicate that the target object in the virtual scene moves from one side of the target obstacle to the target obstacle.
  • S12 Determine a target action to be performed by the target object, wherein the target action is determined according to an attribute of the target obstacle, and the target action is a step performed by the target object moving from one side of the target obstacle to the other side of the target obstacle.
  • Type or type of climbing action
  • the storage medium is further arranged to store program code for performing the following steps:
  • S21 Obtain a thickness between a first point on the target obstacle and a second point on the target obstacle, wherein the first point is a point that the target object passes when the action of the overtype type starts to cross the target obstacle, and the second point The point at which the target type object passes over the target obstacle when the action of the type of overshoot is used;
  • S22 Obtain a distance between a third point and a fourth point on the target parabola, where the third point is a point having the same height as the first point in the rising phase of the target parabola, and the fourth point is a descending stage of the target parabola a point having the same height as the second point, the target parabola is a parabola formed when the target object adopts a type of overturning action to climb over the obstacle;
  • searching for the type of the action included in the plurality of sets is a set of actions of the type of the transition
  • the foregoing storage medium may include, but not limited to, a USB flash drive, a Read-Only Memory (ROM), a Random Access Memory (RAM), a mobile hard disk, and a magnetic memory.
  • ROM Read-Only Memory
  • RAM Random Access Memory
  • a mobile hard disk e.g., a hard disk
  • magnetic memory e.g., a hard disk
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the embodiments of the present application may be embodied in the form of a software product in the form of a software product in essence or in a part contributing to the related art, and the computer software product is stored in a storage medium.
  • a number of instructions are included to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
  • the embodiment of the present application provides a plurality of operation modes over the obstacles in the virtual scene, and can solve the technical problem that the operation mode is single when facing obstacles in the related art, thereby achieving the technical effect of enriching the operation when facing obstacles.

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Abstract

一种对象的控制方法、装置、存储介质和电子装置。其中,该方法包括:检测到在客户端(103)中触发的第一操作,客户端(103)中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象(107)从目标障碍物(109)的一侧移动至目标障碍物(109)的另一侧;确定待目标对象(107)执行的目标动作,目标动作是根据目标障碍物(109)的属性确定的,目标动作为目标对象(107)从目标障碍物(109)的一侧移动至目标障碍物(109)的另一侧所执行的翻越类型或者攀爬类型的动作;在虚拟场景中控制目标对象(107)执行目标动作。

Description

对象的控制方法和装置、存储介质、电子装置
本申请要求于2018年03月23日提交中国专利局、申请号为201810246273.2、发明名称“对象的控制方法和装置、存储介质、电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及互联网领域,具体而言,涉及一种对象的控制方法和装置、存储介质、电子装置。
背景技术
随着多媒体技术的发展和无线网络的普及,人们的娱乐活动变得越来越丰富,如通过手持式媒体设备联网玩游戏、通过电脑玩单机或者联网游戏,游戏类型多种多样,如弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲棋牌游戏和其它游戏等。
在大部分类型的游戏中,如在射击类游戏中进行游戏时,在游戏过程中可能会遭遇障碍物,目前玩家只能采用绕过该障碍物这一单一方式避开障碍物,这种游戏方式操作方式单一,降低了用户体验。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种对象的控制方法和装置、存储介质、电子装置,以至少解决相关技术中在面临障碍物时操作方式单一的技术问题。
根据本申请实施例的一个方面,提供了一种对象的控制方法,包括:检测到在客户端中触发的第一操作,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧;确定待目标对象执行的目标动作,目标动作是根据目标障碍物 的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;在虚拟场景中控制目标对象执行目标动作。
根据本申请实施例的另一方面,还提供了一种对象的控制装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元包括:检测单元,被设置为检测到在客户端中触发的第一操作,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧;确定单元,被设置为确定待目标对象执行的目标动作,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;执行单元,被设置为在虚拟场景中控制目标对象执行目标动作。
根据本申请实施例的另一方面,还提供了一种存储介质,该存储介质包括存储的程序,程序运行时执行上述的方法。
根据本申请实施例的另一方面,还提供了一种电子装置,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,处理器通过计算机程序执行上述的方法。
在本申请实施例中,检测到在客户端中触发的第一操作,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧;确定待目标对象执行的目标动作,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;在虚拟场景中控制目标对象执行目标动作,换言之,本申请实施例在虚拟场景中提供了多种越过障碍物的操作方式,可以解决相关技术中在面临障碍物时操作方式单一的技术问题,进而达到了丰富面临障碍物时的操作的技术效果。
附图说明
此处所说明的附图用来提供对本申请实施例的进一步理解,构成本申请实施例的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的对象的控制方法的硬件环境的示意图;
图2是根据本申请实施例的一种可选的对象的控制方法的流程图;
图3是根据本申请实施例的一种可选的游戏界面的示意图;
图4是根据本申请实施例的又一种可选的游戏界面的示意图;
图5是根据本申请实施例的一种可选的障碍物的示意图;
图6是根据本申请实施例的又一种可选的障碍物的示意图;
图7是根据本申请实施例的又一种可选的游戏界面的示意图;
图8是根据本申请实施例的又一种可选的游戏界面的示意图;
图9是根据本申请实施例的又一种可选的游戏界面的示意图;
图10是根据本申请实施例的又一种可选的游戏界面的示意图;
图11是根据本申请实施例的又一种可选的对象的控制方法的流程图;
图12是根据本申请实施例的又一种可选的障碍物的示意图;
图13是根据本申请实施例的又一种可选的障碍物的示意图;
图14是根据本申请实施例的又一种可选的对象的控制装置的示意图;以及
图15是根据本申请实施例的一种电子装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本申请实施例中的方案,下面将 结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请实施例保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
3D游戏:是以三维计算机图形为基础制作的立体电子游戏,包括但不限于多人在线联机的网络3D游戏、单人进行游戏的单人3D游戏,可基于3D游戏系统建立的虚拟现实游戏系统实现,对平台具有通用适用属性,如游戏主机平台、手机游戏平台、PC端游戏平台内的3D游戏都属于3D游戏。
第一人称射击类游戏(First-person shooting game,FPS),第一人称射击游戏属于动作类游戏(Action Game,ACT)的一个分支,顾名思义,第一人称视角射击游戏就是以玩家的主观视角来进行射击游戏。
根据本申请实施例的一方面,提供了一种对象的控制方法的方法实施例。
可选地,在本实施例中,上述对象的控制方法可以应用于如图1所示 的由服务器101和终端103所构成的硬件环境中。如图1所示,服务器101通过网络与终端103进行连接,可用于为终端或终端上安装的客户端提供服务(如游戏服务、应用服务等),可在服务器上或独立于服务器设置数据库105,用于为服务器101提供数据存储服务,上述网络包括但不限于:广域网、城域网或局域网,终端103并不限定于PC、手机、平板电脑等。图2是根据本申请实施例的一种可选的对象的控制方法的流程图,如图2所示,该方法可以包括以下步骤:
步骤S202,终端检测到在客户端中触发的第一操作,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象(107)从目标障碍物(109)的一侧A移动至目标障碍物的另一侧B,客户端可用于操作虚拟场景中的对象。
上述的虚拟场景为形成有障碍物的目标应用的场景,如游戏应用、军事仿真应用、社交应用等,为了描述的统一,后续以游戏应用为例进行说明,游戏应用的游戏类型包括但不局限于弹幕类游戏、射击游戏、冒险游戏、休闲游戏、多人在线战术竞技游戏等。上述的第一客户端为上述应用安装在移动终端、PC等设备上后形成的客户端。
上述的第一操作可以是直接触发目标对象越过障碍物的操作,如在客户端对“翻越”、“攀爬”按钮的操作,或间接触发目标对象越过障碍物的操作,“跑动”按钮、“走动”按钮、“匍匐前进”按钮等,在这些操作触发的前进过程中,遇见障碍物可自动越过。
步骤S204,终端确定待目标对象执行的目标动作,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作。
目标对象可采用的越过障碍物的动作为多个,这些动作分属两个类型,如翻越类型或者攀爬类型的动作,目标动作是根据目标障碍物的属性确定的,换言之,目标障碍物的属性的当前属性值不同,那么所采用的目标动作则可能不同。
上述的翻越是通过对障碍物本身属性的扫描检测,如对辅助判断框体的设定,使得玩家在靠近障碍物时能通过点击跳跃键触发翻越动作从而到达障碍物另一侧。
上述的攀爬是指通过对障碍物本身属性的扫描检测,如对辅助判断框体的设定,使得玩家在靠近障碍物时能通过点击攀爬键触发攀爬动作从而到达障碍物上表面,甚至可以经过攀爬站立在障碍物上表面。
步骤S206,终端在虚拟场景中控制目标对象执行目标动作,如图3所示。
需要说明的是,在步骤S206中,仅用于表示控制目标对象执行了目标动作,至于是否执行成功,即目标对象是否成功从目标障碍物的一侧移动至目标障碍物的另一侧,本申请实施例对此并不限定。
在上述实施例中,以本申请实施例的对象的控制方法由终端103来执行为例进行说明,本申请实施例的方法也可以由服务器101来执行,还可以是由服务器101和终端103共同执行。其中,终端103执行本申请实施例的对象的控制方法也可以是由安装在其上的客户端来执行。
通过上述步骤S202至步骤S208,在检测到在客户端中触发的第一操作时,根据目标障碍物的属性确定待目标对象执行的动作,即从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;然后在虚拟场景中控制目标对象执行目标动作,换言之,本申请实施例在虚拟场景中提供了多种越过障碍物的操作方式,可以解决相关技术中在面临障碍物时操作方式单一的技术问题,进而达到了丰富面临障碍物时的操作的技术效果。
在本申请实施例的技术方案中,在3D游戏场景中,角色可以进行翻越和攀爬两种行为,在满足翻越和攀爬时,利用分支系统(即当同时满足翻越、攀爬条件时,通过对玩家行为和场景的判断,动态确定触发翻越或攀爬的系统)选择玩家想要进行的行为,根据玩家的状态、障碍物信息、 辅助判断体等条件动态地选择和调整翻越及攀爬的动作,经过对障碍物客观属性以及辅助判断体的设置,可实现通过动作达到越过障碍物或者站立在障碍物上方的目的,并且可动态对玩家想要触发的操作进行判断选择。为了便于进一步了解本申请实施例的技术方案,下文结合图2中的步骤进一步详述本申请的实施例:
在步骤S202提供的技术方案中,在玩家通过客户端操控虚拟场景中的目标对象的过程中,若在虚拟场景遭遇目标障碍物,且在客户端判断出目标障碍物为允许被翻越或者攀爬的情况下,在客户端中显示用于触发第一操作的标识,玩家可通过点击该标识触发第一操作,此时,终端可检测到在客户端中触发的第一操作,第一操作用于玩家指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧。
在步骤S202提供的实施例中,障碍物的状态可以是为虚拟场景中的所有对象配置的,换言之,若障碍物配置为允许被越过,那么虚拟场景中的所有对象均可越过该障碍物,若障碍物配置为不允许被越过,那么虚拟场景中的所有对象均不可越过该障碍物;障碍物的状态对于虚拟场景中的不同对象,其状态是不同的,如障碍物的状态可根据对象的状态不同而不同,例如,某一障碍物为身高达到1.8米的对象可越过,反之则不能,再如,某一障碍物为能力值达到某个阈值的对象可越过,反之则不能。
可选地,判断障碍物是否允许被越过(包括翻越或者攀爬)可以包括:
第一步,通过辅助判断体判断目标对象(即玩家角色)的位置
可在需要翻越的物体(即障碍物403)前,先预设一个辅助判断体401,如图4所示,只有当人物(即目标对象)进入该辅助判断体后,才能触发攀爬和翻越系统的判断阶段,基于此方式,可以筛选规划所有可以翻越和攀爬的障碍物,并且针对性测试,其优点包括:第一,减少了该系统失控和出现异常情况的风险,第二,使得能攀爬和翻越的障碍物更加合理。
可选地,当存在特殊障碍物时,需要的额外信息记录在辅助判断体的 类属性中,用以指示该障碍物是否可翻越或者攀爬。
上述的辅助判断体相当于一个目标区域,这个区域可以是障碍物403周围的任意一个区域,甚至可以是环绕障碍物403的一个环形区域。
可选地,第二步,当满足条件,即目标进入该辅助判断体后,可判断障碍物的上方是否存在禁止判断体405,如果存在则不触发攀爬和翻越系统,不存在则允许触发攀爬和翻越系统进入进一步的判断阶段。
第三步,攀爬和翻越系统判断阶段。
需要说明的是,第三步可以在第一步之后执行:
即在目标对象位于虚拟场景中的目标区域的情况下,获取障碍物的配置信息,目标区域内的点与障碍物之间的距离在目标阈值(如1米、50厘米、10厘米等)内;在配置信息指示障碍物允许被翻越或者攀爬的情况下,确认障碍物允许被翻越或者攀爬;在配置信息指示障碍物不允许被翻越或者攀爬的情况下,确认障碍物不允许被翻越或者攀爬。
需要说明的是,第三步也可以在第一步和第二步之后执行:
即在目标对象位于虚拟场景中的目标区域、且障碍物的上方不存在禁止判断体的情况下,获取障碍物的配置信息,目标区域内的点与障碍物之间的距离在目标阈值内;在配置信息指示障碍物允许被翻越或者攀爬的情况下,确认障碍物允许被翻越或者攀爬;在配置信息指示障碍物不允许被翻越或者攀爬的情况下,确认障碍物不允许被翻越或者攀爬。
在步骤S204提供的技术方案中,在攀爬和翻越系统判断阶段,终端选取待目标对象执行的目标动作,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作。
在本申请的实施例中,终端在选取待目标对象执行的目标动作时,至少需要考虑目标障碍物的属性,换言之,终端至少根据目标障碍物的属性 从动作集合中选取目标动作,上述的属性可为高度、宽度、厚度等。
在一个可选的实施例中,上述的终端至少根据目标障碍物的属性从动作集合中选取目标动作可以是仅仅考虑目标障碍物的属性,例如,当其高度高于一阈值时,确定待执行的动作类型为攀爬类型,可以选择默认的一个攀爬动作或者随机选择一个攀爬动作,当其高度不高于该阈值时,确定待执行的动作类型为翻越类型,可以选择默认的一个翻越动作或者随机选择一个翻越动作。
在另一个可选的实施例中,终端至少根据目标障碍物的属性从动作集合中选取目标动作还可以是考虑目标障碍物的属性和目标对象的属性,换言之,即终端根据目标障碍物的属性和目标对象的属性从相应的动作集合中选取出目标动作,一种可选的实施方式包括如下两步:
第一步,终端从多个集合中查找与目标障碍物的属性匹配的动作集合。
可选地,终端可从多个集合中查找与目标障碍物的高度和厚度匹配的动作集合。一种可选的实施方式如下:
在从多个集合中查找与目标障碍物的属性匹配的动作集合之前,根据目标对象的速度v、惯性m以及朝向中的至少之一确定目标抛物线。对于同一对象而言,惯性质量m基本不会变,因此,影响其抛物线的属性主要是速度v和速度的朝向,如在速度v相同的情况下,速度的方向不同,所形成的抛物线也不尽相同,如图5所示,可以根据初始速度、惯性质量、速度方向确定相应的抛物线y1、y2、y3。
需要说明的是,上述获取的速度v可以是目标对象的当前速度,换言之,抛物线可以根据速度v等实时计算出来;上述的速度v也可以是目标对象的理想速度(如设定的最大速度)、朝向为最优朝向(即在当前障碍物的高度h的情况下能够跳的最远的朝向),如图5中目标抛物线y1。
在确定了上述的目标抛物线之后,在从多个集合中查找与目标障碍物的属性匹配的动作集合时,可先获取目标障碍物上第一点与目标障碍物上 第二点之间的厚度,如图6所示,当目标对象面对障碍物的面601时,第一点603为目标对象采用翻越类型的动作开始越过目标障碍物时所经过面601上的点,第二点605为目标对象采用翻越类型的动作越过目标障碍物时所经过位于面601对面的面上的点;
若障碍物为规则的物体,第一点和第二点可能等高,如图5所示,然后获取目标抛物线上第三点x1与第四点x2之间的距离L1,第三点为目标抛物线的上升阶段上与第一点具有相同高度的点,第四点为目标抛物线的下降阶段上与第二点具有相同高度的点,目标抛物线为目标对象采用翻越类型的动作越过障碍物时所形成的抛物线;
上述距离L1为在高度h下,目标对象所能跨越的最长距离,在第一点与第二点之间厚度L2不大于第三点与第四点之间的距离的情况下,换言之,目标对象能够跨越该障碍物时,从多个集合中查找所包括的动作的类型为翻越类型的动作集合;在第一点与第二点之间厚度大于第三点与第四点之间的距离的情况下,换言之,目标对象所能跨越的最长距离不能达到障碍物的厚度,从多个集合中查找所包括动作的类型为攀爬类型的动作集合。
第二步,从动作集合中查找与目标对象的属性匹配的目标动作。
可选地,在从动作集合中查找与目标对象的属性匹配的目标动作时,可考虑,目标对象的速度、惯性以及朝向等属性,换言之,终端可从动作集合中查找与目标对象的速度(当前速度)、惯性以及朝向匹配的目标动作,所选择的目标动作主要考虑目标动作与障碍物之间的角度,目标动作的幅度不同,那么利用相应的速度的效率则不同,如目标动作为走着跨过去,那么目标对象的当前速对动作是否执行成功的影响较小,若目标动作为跑着跨过去,那么就需要考虑速度与速度的冲量、以及朝向所形成的跨过的轨迹(与图5类似),因此,此处不同的动作是与目标对象的当前速度、惯性以及朝向等属性相关联的。
可选地,终端从动作集合中查找与目标对象的属性匹配的目标动作也 可仅考虑目标对象与目标障碍物之间的距离和目标障碍物的高度,并根据目标对象与目标障碍物之间的距离和目标障碍物的高度从动作集合中查找到目标动作,为动作集合中的每个动作配置有一个距离区间和一个高度区间,目标对象与目标障碍物之间的距离在为目标动作配置的距离区间内、且目标障碍物的高度在为目标动作配置的高度区间内。图7至图10描述了动作集合中4种可选的动作:
对于图7所示的动作1,使用条件包括:障碍物高度处于值域[x1,x2]内;角色(即目标对象)距离墙面距离在值域[y1,y2]内,x1<x2,y1<y2。
对于图8所示的动作2,使用条件包括:高度处于值域[x3,x4]内;角色距离墙面的距离在值域[y3,y4]内,x3<x4,y3<y4。
可选地,执行动作2前还可在翻窗时检测上方空间大小,满足长在值域[m1,m2]内,宽在值域[n1,n2]内时,再执行,m1<m2,n1<n2。
对于图9所示的动作3,使用条件包括:高度处于值域[x5,x6]内;角色距离墙面距离在值域[y5,y6]内,x5<x6,y5<y6。
对于图10所示的动作4,使用条件包括:高度处于值域[x7,x8]内;角色距离墙面的距离[y7,y8],x7<x7,y7<y8。
可选地,执行动作4前还可在翻窗时额外检测上方空间大小,满足长在值域[m3,m4]内,宽在值域[n3,n4]内,m3<m4,n3<n4。
需要说明的是,上述的x1至x8、y1至y8、m1至m4、n1至n4,为一个以unreal engine游戏引擎的标准单位设定的值;不同动作下的值域可不相关。
通过上述实施例,终端可获取障碍物高度、厚度、宽度等属性信息,根据障碍物的高度和厚度,判断是否满足翻越和攀爬的条件,如果满足则选择符合条件的动作构成动作集合A,然后根据角色当前的前进速度、惯性和人物朝向等属性,在动作集合A中最终筛选出对应动作。
在分支系统,可根据人物的状态、惯性和镜头上下朝向角度(即目标对象与正对的障碍物的平面之间的夹角),选择翻越或者攀爬,在操作设置中,可设定默认单击触发翻越,双击触发攀爬等操作。
在步骤S206提供的技术方案中,终端在虚拟场景中控制目标对象执行目标动作。
可选地,在障碍物被配置为允许被越过的情况下,在客户端上展示第一画面,第一画面用于表示目标对象采用目标动作越过障碍物,目标动作为根据目标对象的当前状态确定的动作;在障碍物被配置为不允许被越过的情况下,在客户端上展示第二画面,第二画面用于表示不允许穿过障碍物。
第一画面,即表示目标对象采用目标动作越过障碍物的过程的画面;第二画面,可以是提示信息,如在画面中展示语义为“该障碍物不可越过”的文字或标识,还可以为画面信息,如播放目标对象的越过动作触及障碍物随即停止的画面。上述的展示可以动态或静态(单帧画面的形式)的展示,如第一画面或第二画面以多帧画面的形式播放,那么展示就为动态展示,第一画面或第二画面以单帧画面的形式播放,那么展示就为静态展示。
可选地,在虚拟场景中控制目标对象执行目标动作可包括:在虚拟场景中控制目标对象执行为翻越类型的动作,并显示与翻越类型的动作的执行过程对应的画面;在虚拟场景中控制目标对象执行为攀爬类型的动作,并显示与攀爬类型的动作的执行过程对应的画面。
可选地,在虚拟场景中控制目标对象执行目标动作的过程中,检测到在客户端中触发的第二操作;响应于检测到的第二操作,按照第二操作的指示停止执行目标动作,如第二操作为指示目标对象停止攀爬,趴在障碍物表面,又或者是站立在障碍物顶部等。
作为一种可选的实施例,下面结合图11所示的一个具体实例详述本申请的实施例:
步骤S1102,检测玩家朝向障碍物。
步骤S1104,判断障碍物是否被限制不能攀爬和翻越,若是则执行步骤S1106,否则回到步骤S1102。
步骤S1106,判断障碍物是否满足攀爬条件,若是则执行步骤S1108,否则回到步骤S1102。
步骤S1108,判断障碍物是否满翻越条件,若是则执行步骤S1114,否则执行步骤S1110。
步骤S1110,选择攀爬动作。
步骤S1112,执行所选择的攀爬动作。
步骤S1114,启动分支系统。
步骤S1116,根据条件选择动作。
步骤S1118,执行所选择的动作。
上述步骤可以分为如下几个阶段:
(1)辅助判断体和禁止判断体功能实现
如图12所示,对于障碍物1203,辅助判断体1201可为一个不具有碰撞的触发式volume(触发器体积),当玩家胶囊体与其接触时,触发该volume,此时启动禁止判断体检测模块,禁止判断体检测模块会在角色前方生成一个检测盒1207,按照图12所示的移动方向从角色的最低高度移动至最高高度,如果触碰到禁止判断体1205,则返回信息true,不允许翻越攀爬,如果没有检测到,则进入系统的判断阶段。
(2)高度、宽度、厚度信息的获取(如图13)
高度:以线条Q为基准,在角色最低高度处生成一条垂直人物朝向的虚拟直线P,原点O为P和Q的交点,如果直线P接触到碰撞,则返回信息true,并且虚拟线P向上移动,直到到达人物对象最高高度或者返回 信息false为止,记录下这段时间虚拟线P移动的高度,即为障碍物高度h。
宽度:类似地,根据图13中虚拟线P生成另一虚拟直线,采用与高度方法一样从左到右扫描宽度t。
厚度:在线Q的位置生成另一虚拟直线,原点为高于人物中心点处的一点,将该虚拟直线沿线段P移动,当检测到射线返回长度出现一个大于阈值Y的陡增时,设为时间节点0,当检测到第二个大于Y的陡增时,设为时间节点1,时间节点0至时间1时间内,该虚拟直线移动的距离即为厚度w。
(3)人物状态、惯性和障碍物特殊信息的记录
人物状态:设置一个序列表,该表记录玩家UI触发顺序,当需要某个玩家状态时,从序列表的表尾寻找第一个能触发该状态的UI,则该UI对应的状态为玩家状态。
惯性:获取玩家的速度v和玩家背包容量。
特殊信息记录:该信息计入在辅助判断体的类中作为属性,存为一个表,以数字归类特殊信息种类,当玩家触发辅助判断体时,同时返回该表,并且执行表中数字对应的处理方式。
(4)动作的穿模处理
辅助判断体上设置有归零点,角色触发翻越和攀爬时中心点如果距离归零点过远,则强制角色向归零点移动一定的距离。
本申请实施例解决了在3D游戏中,玩家需要流畅的越过障碍物和到达障碍物上方的需求;能基于玩家状态、障碍物信息、辅助判断体等动态调整动作使得玩家体验更加舒适流畅;分支系统更是在同时满足翻越和攀爬时,能动态判断玩家想要进行翻越还是攀爬。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请实施例 并不受所描述的动作顺序的限制,因为依据本申请实施例,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请实施例所必须的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请实施例的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
根据本申请实施例的另一个方面,还提供了一种用于实施上述对象的控制方法的对象的控制装置。图14是根据本申请实施例的一种可选的对象的控制装置的示意图,如图14所示,该装置可以包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元包括:检测单元1401、确定单元1403以及执行单元1405。
检测单元1401,被设置为检测到在客户端中触发的第一操作,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧。
确定单元1403,被设置为确定待目标对象执行的目标动作,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作。
执行单元1405,被设置为在虚拟场景中控制目标对象执行目标动作。
需要说明的是,该实施例中的检测单元1401可以被设置为执行本申 请实施例中的步骤S202,该实施例中的确定单元1403可以被设置为执行本申请实施例中的步骤S204,该实施例中的执行单元1405可以被设置为执行本申请实施例中的步骤S206。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。
通过上述模块,在检测到在客户端中触发的第一操作时,根据目标障碍物的属性确定待目标对象执行的动作,即从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;然后在虚拟场景中控制目标对象执行目标动作,换言之,本申请实施例在虚拟场景中提供了多种越过障碍物的操作方式,可以解决相关技术中在面临障碍物时操作方式单一的技术问题,进而达到了丰富面临障碍物时的操作的技术效果。
可选地,执行单元还被设置为:在虚拟场景中控制目标对象执行为翻越类型的动作,并显示与翻越类型的动作的执行过程对应的画面;或,在虚拟场景中控制目标对象执行为攀爬类型的动作,并显示与攀爬类型的动作的执行过程对应的画面。
可选地,检测单元还可被设置为在虚拟场景中控制目标对象执行目标动作的过程中,检测到在客户端中触发的第二操作;执行单元还可被设置为响应于检测到的第二操作,按照第二操作的指示停止执行目标动作。
上述的确定单元还可被设置为至少根据目标障碍物的属性从动作集合中选取目标动作。
上述的确定单元还可被设置为根据目标障碍物的属性和目标对象的属性从相应的动作集合中选取出目标动作。
可选地,上述的确定单元可包括:第一查找模块,被设置为从多个集合中查找与目标障碍物的属性匹配的动作集合;第二查找模块,被设置为 从动作集合中查找与目标对象的属性匹配的目标动作。
上述的第一查找模块还可被设置为从多个集合中查找与目标障碍物的高度和厚度匹配的动作集合。
可选地,上述的第一查找模块可包括:
第一获取子模块,被设置为获取目标障碍物上第一点与目标障碍物上第二点之间的厚度,其中,第一点为目标对象采用翻越类型的动作开始翻越目标障碍物时所经过的点,第二点为目标对象采用翻越类型的动作越过目标障碍物时所经过的点;
第二获取子模块,被设置为获取目标抛物线上第三点与第四点之间的距离,其中,第三点为目标抛物线的上升阶段上与第一点具有相同高度的点,第四点为目标抛物线的下降阶段上与第二点具有相同高度的点,目标抛物线为目标对象采用翻越类型的动作翻越障碍物时所形成的抛物线;
第一查找子模块,被设置为在第一点与第二点之间厚度不大于第三点与第四点之间的距离的情况下,从多个集合中查找所包括的动作的类型为翻越类型的动作集合;
第二查找子模块,被设置为在第一点与第二点之间厚度大于第三点与第四点之间的距离的情况下,从多个集合中查找所包括动作的类型为攀爬类型的动作集合。
可选地,上述的第一查找模块可包括:第一确定子模块,被设置为在从多个集合中查找与目标障碍物的属性匹配的动作集合之前,根据目标对象的速度、惯性以及朝向中的至少之一确定目标抛物线。
上述第二查找模块还可被设置为从动作集合中查找与目标对象的速度、惯性以及朝向匹配的目标动作。
可选地,上述第二查找模块可包括:第二确定子模块,被设置为确定目标对象与目标障碍物之间的距离和目标障碍物的高度;第三查找子模块, 被设置为根据目标对象与目标障碍物之间的距离和目标障碍物的高度从动作集合中查找到目标动作,其中,为动作集合中的每个动作配置有一个距离区间和一个高度区间,目标对象与目标障碍物之间的距离在为目标动作配置的距离区间内、且目标障碍物的高度在为目标动作配置的高度区间内。
本申请实施例的装置还可包括:显示单元,被设置为在目标障碍物为允许被翻越或者攀爬的情况下,在客户端中显示用于触发第一操作的标识。
可选地,显示单元可包括:获取模块,被设置为在目标对象位于虚拟场景中的目标区域的情况下,获取障碍物的配置信息,其中,目标区域内的点与障碍物之间的距离在目标阈值内;第一确认模块,被设置为在配置信息指示障碍物允许被翻越或者攀爬的情况下,确认障碍物允许被翻越或者攀爬;第二确认模块,被设置为在配置信息指示障碍物不允许被翻越或者攀爬的情况下,确认障碍物不允许被翻越或者攀爬。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现,其中,硬件环境包括网络环境。
根据本申请实施例的另一个方面,还提供了一种用于实施上述对象的控制方法的电子装置,该电子装置可以是服务器或终端。
图15是根据本申请实施例的一种电子装置的结构框图,下面以该电子装置是终端为例进行说明,如图15所示,该终端可以包括:一个或多个(图15中仅示出一个)处理器1501、存储器1503、以及传输装置1505(如上述实施例中的发送装置),如图15所示,该终端还可以包括输入输出设备1507。
其中,存储器1503可被设置为存储软件程序以及模块,如本申请实 施例中的对象的控制方法和装置对应的程序指令/模块,处理器1501通过运行存储在存储器1503内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的对象的控制方法。存储器1503可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1503可进一步包括相对于处理器1501远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置1505被设置为经由一个网络接收或者发送数据,还可以被设置为处理器与存储器之间的数据传输。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1505包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1505为射频(Radio Frequency,RF)模块,其被设置为通过无线方式与互联网进行通讯。
其中,具体地,存储器1503被设置为存储应用程序。
处理器1501可以通过传输装置1505调用存储器1503存储的应用程序,以执行下述步骤:
检测到在客户端中触发的第一操作,其中,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧;
确定待目标对象执行的目标动作,其中,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;
在虚拟场景中控制目标对象执行目标动作。
处理器1501还被设置为执行下述步骤:
获取目标障碍物上第一点与目标障碍物上第二点之间的厚度,其中,第一点为目标对象采用翻越类型的动作开始翻越目标障碍物时所经过的点,第二点为目标对象采用翻越类型的动作越过目标障碍物时所经过的点;
获取目标抛物线上第三点与第四点之间的距离,其中,第三点为目标抛物线的上升阶段上与第一点具有相同高度的点,第四点为目标抛物线的下降阶段上与第二点具有相同高度的点,目标抛物线为目标对象采用翻越类型的动作翻越障碍物时所形成的抛物线;
在第一点与第二点之间厚度不大于第三点与第四点之间的距离的情况下,从多个集合中查找所包括的动作的类型为翻越类型的动作集合;
在第一点与第二点之间厚度大于第三点与第四点之间的距离的情况下,从多个集合中查找所包括动作的类型为攀爬类型的动作集合。
采用本申请实施例,检测到在客户端中触发的第一操作,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧;确定待目标对象执行的目标动作,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;在虚拟场景中控制目标对象执行目标动作,换言之,本申请实施例在虚拟场景中提供了多种越过障碍物的操作方式,可以解决相关技术中在面临障碍物时操作方式单一的技术问题,进而达到了丰富面临障碍物时的操作的技术效果。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
本领域普通技术人员可以理解,图15所示的结构仅为示意,终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图15其并不对上述电子装置的结构造成限定。例如,终端还可包括比图15 中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图15所示不同的配置。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
本申请的实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以被设置为执行对象的控制方法的程序代码。
可选地,在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:
S11,检测到在客户端中触发的第一操作,其中,客户端中显示有虚拟场景,第一操作用于指示虚拟场景中的目标对象从目标障碍物的一侧移动至目标障碍物的另一侧;
S12,确定待目标对象执行的目标动作,其中,目标动作是根据目标障碍物的属性确定的,目标动作为目标对象从目标障碍物的一侧移动至目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;
S13,在虚拟场景中控制目标对象执行目标动作。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:
S21,获取目标障碍物上第一点与目标障碍物上第二点之间的厚度,其中,第一点为目标对象采用翻越类型的动作开始翻越目标障碍物时所经过的点,第二点为目标对象采用翻越类型的动作越过目标障碍物时所经过 的点;
S22,获取目标抛物线上第三点与第四点之间的距离,其中,第三点为目标抛物线的上升阶段上与第一点具有相同高度的点,第四点为目标抛物线的下降阶段上与第二点具有相同高度的点,目标抛物线为目标对象采用翻越类型的动作翻越障碍物时所形成的抛物线;
S23,在第一点与第二点之间厚度不大于第三点与第四点之间的距离的情况下,从多个集合中查找所包括的动作的类型为翻越类型的动作集合;
S24,在第一点与第二点之间厚度大于第三点与第四点之间的距离的情况下,从多个集合中查找所包括动作的类型为攀爬类型的动作集合。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请实施例的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请实施例原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请实施例的保护范围。
工业实用性
本申请实施例在虚拟场景中提供了多种越过障碍物的操作方式,可以解决相关技术中在面临障碍物时操作方式单一的技术问题,进而达到了丰富面临障碍物时的操作的技术效果。

Claims (17)

  1. 一种对象的控制方法,包括:
    检测到在客户端中触发的第一操作,其中,所述客户端中显示有虚拟场景,所述第一操作用于指示所述虚拟场景中的目标对象从目标障碍物的一侧移动至所述目标障碍物的另一侧;
    确定待所述目标对象执行的目标动作,其中,所述目标动作是根据所述目标障碍物的属性确定的,所述目标动作为所述目标对象从所述目标障碍物的一侧移动至所述目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;
    在所述虚拟场景中控制所述目标对象执行所述目标动作。
  2. 根据权利要求1所述的方法,其中,在检测到在客户端中触发的第一操作之前,所述方法还包括:
    在所述目标障碍物为允许被翻越或者攀爬的情况下,在所述客户端中显示用于触发所述第一操作的标识。
  3. 根据权利要求1所述的方法,其中,在所述虚拟场景中控制所述目标对象执行所述目标动作包括:
    在所述虚拟场景中控制所述目标对象执行为所述翻越类型的动作,并显示与所述翻越类型的动作的执行过程对应的画面;或,
    在所述虚拟场景中控制所述目标对象执行为所述攀爬类型的动作,并显示与所述攀爬类型的动作的执行过程对应的画面。
  4. 根据权利要求1所述的方法,其中,在所述虚拟场景中控制所述目标对象执行所述目标动作的过程中,所述方法还包括:
    检测到在所述客户端中触发的第二操作;
    响应于检测到的所述第二操作,按照所述第二操作的指示停止执行所述目标动作。
  5. 根据权利要求1所述的方法,其中,确定待所述目标对象执行的目标动作包括:
    至少根据所述目标障碍物的属性从动作集合中选取所述目标动作。
  6. 根据权利要求5所述的方法,其中,至少根据所述目标障碍物的属性从动作集合中选取所述目标动作包括:
    根据所述目标障碍物的属性和所述目标对象的属性从相应的所述动作集合中选取出所述目标动作。
  7. 根据权利要求6所述的方法,其中,根据所述目标障碍物的属性和所述目标对象的属性从相应的所述动作集合中选取出所述目标动作包括:
    从多个集合中查找与所述目标障碍物的属性匹配的所述动作集合;
    从所述动作集合中查找与所述目标对象的属性匹配的所述目标动作。
  8. 根据权利要求7所述的方法,其中,从多个集合中查找与所述目标障碍物的属性匹配的所述动作集合包括:
    从所述多个集合中查找与所述目标障碍物的高度和厚度匹配的所述动作集合。
  9. 根据权利要求7所述的方法,其中,从多个集合中查找与所述目标障碍物的属性匹配的所述动作集合包括:
    获取所述目标障碍物上第一点与所述目标障碍物上第二点之间的厚度,其中,所述第一点为所述目标对象采用所述翻越类型的动作开始翻越所述目标障碍物时所经过的点,所述第二点为所述目标对象采用所述翻越类型的动作越过所述目标障碍物时所经过的点;
    获取目标抛物线上第三点与第四点之间的距离,其中,所述第三 点为所述目标抛物线的上升阶段上与所述第一点具有相同高度的点,所述第四点为所述目标抛物线的下降阶段上与所述第二点具有相同高度的点,所述目标抛物线为所述目标对象采用所述翻越类型的动作翻越障碍物时所形成的抛物线;
    在所述第一点与所述第二点之间厚度不大于所述第三点与所述第四点之间的距离的情况下,从所述多个集合中查找所包括的动作的类型为所述翻越类型的所述动作集合;
    在所述第一点与所述第二点之间厚度大于所述第三点与所述第四点之间的距离的情况下,从所述多个集合中查找所包括的动作的类型为所述攀爬类型的所述动作集合。
  10. 根据权利要求9所述的方法,其中,在从多个集合中查找与所述目标障碍物的属性匹配的所述动作集合之前,所述方法还包括:
    根据所述目标对象的速度、惯性以及朝向中的至少之一确定所述目标抛物线。
  11. 根据权利要求7所述的方法,其中,从所述动作集合中查找与所述目标对象的属性匹配的所述目标动作包括:
    从所述动作集合中查找与所述目标对象的速度、惯性以及朝向匹配的所述目标动作。
  12. 根据权利要求7所述的方法,其中,从所述动作集合中查找与所述目标对象的属性匹配的所述目标动作包括:
    确定所述目标对象与所述目标障碍物之间的距离和所述目标障碍物的高度;
    根据所述目标对象与所述目标障碍物之间的距离和所述目标障碍物的高度从所述动作集合中查找到所述目标动作,其中,为所述动作集合中的每个动作配置有一个距离区间和一个高度区间,所述目标对象与所述目标障碍物之间的距离在为所述目标动作配置的距离区间内、且所述目标障碍物的高度在为所述目标动作配置的高度区间内。
  13. 根据权利要求2所述的方法,其中,确认所述障碍物是否允许被翻越或者攀爬包括:
    在所述目标对象位于所述虚拟场景中的目标区域的情况下,获取所述障碍物的配置信息,其中,所述目标区域内的点与所述障碍物之间的距离在目标阈值内;
    在所述配置信息指示所述障碍物允许被翻越或者攀爬的情况下,确认所述障碍物允许被翻越或者攀爬;
    在所述配置信息指示所述障碍物不允许被翻越或者攀爬的情况下,确认所述障碍物不允许被翻越或者攀爬。
  14. 一种对象的控制装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:
    检测单元,被设置为检测到在客户端中触发的第一操作,其中,所述客户端中显示有虚拟场景,所述第一操作用于指示所述虚拟场景中的目标对象从目标障碍物的一侧移动至所述目标障碍物的另一侧;
    确定单元,被设置为确定待所述目标对象执行的目标动作,其中,所述目标动作是根据所述目标障碍物的属性确定的,所述目标动作为所述目标对象从所述目标障碍物的一侧移动至所述目标障碍物的另一侧所执行的翻越类型或者攀爬类型的动作;
    执行单元,被设置为在所述虚拟场景中控制所述目标对象执行所述目标动作。
  15. 根据权利要求14所述的装置,其中,所述确定单元还被设置为至少根据所述目标障碍物的属性从动作集合中选取所述目标动作。
  16. 一种存储介质,所述存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至13任一项中所述的方法。
  17. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器通过所述计算机程序执行 上述权利要求1至13任一项中所述的方法。
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