WO2020199820A1 - 对象控制方法和装置、存储介质及电子装置 - Google Patents

对象控制方法和装置、存储介质及电子装置 Download PDF

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Publication number
WO2020199820A1
WO2020199820A1 PCT/CN2020/077441 CN2020077441W WO2020199820A1 WO 2020199820 A1 WO2020199820 A1 WO 2020199820A1 CN 2020077441 W CN2020077441 W CN 2020077441W WO 2020199820 A1 WO2020199820 A1 WO 2020199820A1
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Prior art keywords
target
action
energy
state
value
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PCT/CN2020/077441
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English (en)
French (fr)
Inventor
黄雄飞
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腾讯科技(深圳)有限公司
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Priority to JP2021527946A priority Critical patent/JP7191220B2/ja
Publication of WO2020199820A1 publication Critical patent/WO2020199820A1/zh
Priority to US17/316,522 priority patent/US11865451B2/en
Priority to US18/523,468 priority patent/US20240100435A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04886Interaction 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 by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus

Definitions

  • This application relates to the computer field, specifically, to object control.
  • the aforementioned game props or game skills will also be configured with trigger conditions simultaneously.
  • the trigger conditions may include an energy trigger threshold. That is to say, during the running process of a game, when the above trigger conditions are met, the contestant can use the corresponding game props or release the corresponding game skills. For example, after controlling the contestant to complete the drifting action, the corresponding energy value can be accumulated for the contestant. When the accumulated energy value reaches the energy trigger threshold, the participant will obtain the right to use the game props.
  • the game props can be props for rewarding participants to achieve acceleration during the running of the game.
  • the embodiments of the present application provide an object control method and device, a storage medium, and an electronic device to at least solve the technical problem of the object control method provided by the related technology, which requires the player to repeatedly perform manual operations for many times and cause high operational complexity.
  • an object control method is provided, which is applied to a network device, including: during the running process of a game, detecting that a target object controlled by a client is generated during the execution of a target action The target angle, where the target angle is the angle between the advancing direction of the target object and the sliding direction of the target object; when the target angle reaches the trigger threshold, the button state of the target virtual button is triggered Adjustment; in the case where the button state of the target virtual button is a state that allows touch, the touch operation performed on the target virtual button is detected; in response to the touch operation, the target object is controlled to perform matching with the target virtual button Target operation.
  • an object control device including: a first detection unit, configured to detect that a target object controlled by the client is performing a target action during the running process of a game.
  • the target angle generated in the process, wherein the target angle is the angle between the advancing direction of the target object and the sliding direction of the target object; the trigger unit is used for when the target angle reaches the trigger threshold, Trigger adjustment of the button state of the target virtual button;
  • a second detection unit configured to detect the touch operation performed on the target virtual button when the button state of the target virtual button is a state that allows touch control; control unit , Used to respond to the touch operation and control the target object to perform a target operation matching the target virtual key.
  • a storage medium in which a computer program is stored, wherein the computer program is configured to execute the above object control method when running.
  • an electronic device including a memory, a processor, and a computer program stored in the memory and running on the processor, wherein the processor executes the above through the computer program Object control method.
  • a computer program product including instructions, which when run on a computer, causes the computer to execute the above object control method.
  • the target angle generated by the target object controlled by the client during the execution of the target action is detected, and the target angle is determined based on the target angle whether to automatically trigger the target virtual button
  • the button state is adjusted, and when the button state of the target virtual button is a state that allows touch, the touch operation performed on the target virtual button is detected, and the touch operation is responded to to control the target object to execute the target virtual button Matched target operation.
  • the automatic adjustment of the button state of the target virtual button is controlled to simplify the adjustment operation of the button state of the target virtual button, thereby The realization of simplifying the process of controlling the target object, thereby overcoming the problem of high operation complexity caused by repeated manual operations by the player in the related technology.
  • Fig. 1 is a schematic diagram of a network environment of an optional object control method according to an embodiment of the present application
  • Fig. 2 is a schematic diagram of a hardware environment of an optional object control method according to an embodiment of the present application
  • Fig. 3 is a flowchart of an optional object control method according to an embodiment of the present application.
  • Fig. 4 is a schematic diagram of a curve according to an embodiment of the present application.
  • Fig. 5 is a schematic diagram of a game application according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of changes in the button state of a target virtual button according to an embodiment of the present application.
  • Fig. 7 is a schematic diagram of an optional object control method according to an embodiment of the present application.
  • Fig. 8 is a flowchart of another optional object control method according to an embodiment of the present application.
  • FIG. 9 is a schematic diagram of the change of the energy value in an energy tank according to an embodiment of the present application.
  • Fig. 10 is a schematic diagram of a target angle according to an embodiment of the present application.
  • FIG. 11 is a schematic diagram of another target angle according to an embodiment of the present application.
  • Fig. 12 is a schematic diagram of executing a target operation according to an embodiment of the present application.
  • Fig. 13 is a schematic structural diagram of an optional object control device according to an embodiment of the present application.
  • Fig. 14 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
  • an object control method is provided.
  • the above object control method can be, but is not limited to, applied to the network environment as shown in FIG. 1. It is assumed that a game application client (a racing game application client as shown in FIG. 1) is installed in the user equipment 102, where the user equipment 102 includes a human-computer interaction screen 104, a processor 106, and a memory 108.
  • a game application client a racing game application client as shown in FIG. 1
  • the user equipment 102 includes a human-computer interaction screen 104, a processor 106, and a memory 108.
  • the human-computer interaction screen 104 is used to detect human-computer interaction operations (such as touch operations) through the human-computer interaction interface corresponding to the above-mentioned client; the processor 106 is configured to generate corresponding operation instructions according to the human-computer interaction operations, and respond to the The operation instruction controls the target object controlled by the client to perform a corresponding action or operation.
  • the memory 108 is used to store the aforementioned operation instructions and attribute information related to the target object.
  • the attribute information may include, but is not limited to: key state information of virtual keys used to control the target virtual object in the human-computer interaction interface presented by the client. .
  • the user equipment 102 detects the target angle generated by the target object controlled by the client during the execution of the target action.
  • the target angle is the forward direction of the target object and the sliding of the target object. The angle between the directions.
  • the user equipment 102 may execute S104 to send the target angle to the server 112 via the network 110.
  • the server 112 includes a database 114 and a processing engine 116.
  • the database 114 is used to store the trigger threshold and the key response logic corresponding to the virtual key
  • the processor engine 116 is used to compare the target angle and the trigger threshold to determine whether to trigger the operation of adjusting the key state of the target virtual key.
  • the server 112 executes S106-S108 to automatically trigger the adjustment of the button state of the target virtual button when the target angle reaches the trigger threshold, and synchronously send the button state of the target virtual button to the user equipment 102.
  • the processor 106 in the user equipment 102 will execute S110-S112: determine whether the button state of the target virtual button is a state that allows touch control, and if the button state of the target virtual button is a state that allows touch control, The touch operation performed on the target virtual button is detected, and in response to the detected touch operation, the target object is controlled to perform a target operation matching the target virtual button. Then, as in S114, the target operation performed by the target object is presented in the human-computer interaction interface of the client.
  • the above object control method can also be applied but not limited to the hardware environment as shown in FIG. 2. It is still assumed that a game application client (as shown in FIG. 2 is a racing game application client) is installed in the user equipment 102, where the user equipment 102 includes the aforementioned human-computer interaction screen 104, the processor 106, and the memory 108.
  • a game application client as shown in FIG. 2 is a racing game application client
  • the user equipment 102 includes the aforementioned human-computer interaction screen 104, the processor 106, and the memory 108.
  • the user equipment 102 detects the target angle generated by the target object controlled by the client during the execution of the target action.
  • the target angle is between the forward direction of the target object and the sliding direction of the target object The angle of the included angle.
  • the above-mentioned detected target angle is acquired.
  • the user equipment 102 executes S204-S208 through the processor 106: when the target angle reaches the trigger threshold, trigger the adjustment of the button state of the target virtual button, and determine whether the button state of the target virtual button is touch-enabled State, in order to detect the touch operation performed on the target virtual button when the button state of the target virtual button is a state that allows touch, and in response to the detected touch operation, control the target object to perform matching with the target virtual button The target operation. Then, as in S210, the target operation performed by the target object is presented in the human-computer interaction interface of the client.
  • the target angle generated by the target object controlled by the client during the execution of the target action is detected, and the target angle is determined according to the target angle.
  • the button state of the virtual button is adjusted, and when the button state of the target virtual button is a state that allows touch, the touch operation performed on the target virtual button is detected, and the touch operation is responded to to control the target object to perform and Target operation matched by target virtual key.
  • the automatic adjustment of the button state of the target virtual button is controlled to simplify the adjustment operation of the button state of the target virtual button, thereby This simplifies the operation of controlling the target object, thereby overcoming the problem of high operation complexity caused by the need for the player to repeatedly perform manual operations to trigger the adjustment of the button state in the related technology. Further, while simplifying the adjustment operation, it is also possible to detect in time whether a touch operation is performed for the target virtual button whose button state is a state that allows touch, so as to respond to the touch operation and control the target object to match the target virtual button in time To achieve the goal of improving the control efficiency of controlling the above-mentioned object to perform the target operation.
  • the foregoing user equipment may be, but not limited to, a mobile phone, a tablet computer, a notebook computer, a PC, and other terminal devices that support running application clients.
  • the foregoing server and user equipment may, but are not limited to, implement data interaction through a network
  • the foregoing network may include, but is not limited to, a wireless network or a wired network.
  • the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication.
  • the aforementioned wired network may include, but is not limited to: wide area network, metropolitan area network, and local area network. The foregoing is only an example, and there is no limitation on this in this embodiment.
  • the foregoing object control method includes:
  • steps S302, S304, S306, and S308 may be executed by a network device.
  • the foregoing steps S302, S304, S306, and S308 may all be executed by the user equipment 102.
  • S302, S306, and S308 may all be executed by the user equipment 102, and S304 may be executed by the server 112.
  • the above object control method can be applied but not limited to during the running process of a game, using the target angle generated by the target object during the execution of the target action to control the triggering of the virtual button on the target
  • the state of the keys is automatically adjusted, so that while simplifying the adjustment operation, it saves the time for the control target object to perform the target operation matching the target virtual key, and improves the object control efficiency.
  • the target object participating in a game may be, but not limited to, virtual objects that are manipulated in a racing game application, such as virtual characters, virtual equipment, virtual vehicles, etc. . There is no limitation on this in this embodiment.
  • the automatic adjustment of the button state of the target virtual button is controlled to simplify the target virtual button.
  • the adjustment operation of the button state further overcomes the problem of relatively high operation complexity caused by the player's repeated manual operations in the related art to trigger the adjustment of the button state.
  • the above-mentioned target action may include, but is not limited to, an action or a combined action to be performed when passing a curve set in a race track.
  • the curve may include but is not limited to an S-shaped curve
  • the corresponding target action may include, but is not limited to, a two-way drift action.
  • the target action to be performed by the target object may include, but is not limited to, a sub-action of drifting to the left and a sub-action of drifting to the right.
  • the above-mentioned target angle may include, but is not limited to, a drift angle generated when a drift action is performed, where the drift angle may be, but is not limited to, an angle that carries direction information. If it is assumed that the drift angle of the left drift is a positive angle, the drift angle of the right drift is a negative angle, and vice versa.
  • the above-mentioned target virtual button may be, but is not limited to, a control button used to control the target object to perform a target operation in a scene provided by the client, where the target operation may be, but not limited to, Assist the target object to complete the current game.
  • the target virtual key can be, but is not limited to, used to provide game props or game skills for a target object running a game.
  • the game props or game skills can be used but not limited to accumulating a certain energy value. When the energy value reaches the total capacity of the energy tank, the game props or game skills will be in a state that is allowed to be triggered.
  • game props or game skills may include, but are not limited to: props or skills for accelerating the target object, props or skills for assisting acceleration for the target object's teammates, props or skills for obstructing the opponent of the target object, etc.
  • props or skills for accelerating the target object props or skills for assisting acceleration for the target object's teammates
  • props or skills for obstructing the opponent of the target object etc.
  • the button state of the target virtual button may include, but is not limited to: a touch-enabled state and a touch-disallowed state.
  • the key state of the target virtual key used for control will also be adjusted from the state where touch is not allowed to the state where touch is allowed. That is to say, in this embodiment, the adjustment of the button state of the target virtual button from the state where touch is not allowed to the state where touch is allowed is a change process.
  • the state of the target virtual button is It can, but is not limited to, synchronously change according to the energy value in the energy tank.
  • the target object is a virtual object 502, and the virtual object 502 can be controlled to perform a drifting action through the arrow keys 504 and the drift key 506.
  • the target virtual key is the accelerator key 508.
  • the key state of the corresponding target virtual key can be as shown in Fig. 6: the initial state presented is as shown in Fig. 6(a) (Fig. The shown button identifiers will not be displayed), which is the accelerator key 602 in the non-allowable touch state. Later, when the target angle generated by the target action is detected to reach the trigger threshold, the target virtual button position can be adjusted but not limited to The present state, as shown in (b) of FIG. 6 (the key mark will be partially displayed as shown in the figure) is the accelerator key 604 in a changing state.
  • the accelerator key 606 in the state of allowing touch control is presented as shown in FIG. 6(c).
  • triggering the adjustment of the button state of the target virtual button may include but is not limited to:
  • the Cool Down Time (CD) corresponding to the game skill controlled by the target virtual button is shortened by the first duration.
  • the energy value and/or cooling time in the energy slot associated with the button state of the target virtual button can be adjusted, but not limited to, according to the target angle.
  • the button state of the target virtual button is controlled according to the energy value and/or cooling time, and the touch-control allowed state is gradually adjusted to the touch-enabled state, so as to achieve the purpose of gradually controlling the target virtual button.
  • the method for determining the first target value and the method for determining the first duration are not limited.
  • the first target value is determined according to the capacity of the energy tank
  • the first duration is determined according to the total duration of the cooling time. . That is to say, in this embodiment, the above-mentioned gradual control process will be out of the influence of the artificial control of the players participating in the game, and is no longer limited by the artificial operation time or the controlled driving speed, but can be realized at once.
  • Significant adjustment thereby saving adjustment time, improving the efficiency of state adjustment of the target virtual button, and achieving the effect of improving the control efficiency of controlling the target object to perform the target operation matching the target virtual button.
  • the first target value may be, but not limited to, greater than or equal to 1/3 of the total capacity of the energy tank
  • the first duration may be, but not limited to, greater than or equal to 1/3 of the total duration of the cooling time. That is to say, when the target action includes the first target sub-action and the second target sub-action, and the first target sub-action and the second target sub-action can also assist in adjusting the energy value or duration, in order to improve the control efficiency
  • the energy value or duration can be greatly adjusted at one time per unit time, so as to shorten the time for adjusting the button state of the target virtual button, thereby improving the touch target virtual button to perform the target operation effectiveness.
  • detecting the target angle generated by the target object controlled by the client in the process of performing the target action includes: detecting that the target object performs the first target sub-action in the first direction according to the advancing direction; And the target angle generated during the execution of the second target sub-action according to the advancing direction as the second direction. For example, when it is detected that the target angle is less than or equal to 0, it is determined that the target angle reaches the trigger threshold.
  • controlling the target object to perform a target operation matching the target virtual key includes: controlling the target object to perform a special skill release operation matching the target virtual key, and adjusting the key state of the target virtual key to non A state that allows touch, where special skills are used to assist the target object in completing a game.
  • special skills can be, but are not limited to: props or skills for accelerating the target object, props or skills for assisting acceleration for the target object's teammates, props or skills for hindering the opponent of the target object, etc.
  • the trigger is triggered to adjust the key state of the target virtual key 702 (accelerator key as shown in the figure), such as a one-time increase and The energy value in the energy slot corresponding to the game item controlled by the target virtual button, for example, 30%-40%.
  • the key state of the target virtual key 702 (the accelerator key as shown in the figure) is also It will be adjusted to the state that allows touch control (as shown in the figure, the key logos will all be displayed). Then, the touch operation of the target virtual key (accelerator key as shown in the figure) can be detected, and in response to the touch operation, the target object can be controlled to perform the acceleration operation.
  • execution logic flow of the control process shown in FIG. 7 may be as shown in S802-S818 in FIG. 8:
  • the target object is detected to perform a rightward drifting action, and the target angle gradually expands. It is further detected that the target object performs a leftward drifting action, and the target angle gradually shrinks.
  • the target angle is less than or equal to 0, it automatically triggers a one-time adjustment within a unit time to increase the energy value in the energy slot corresponding to the game item controlled by the target virtual key.
  • the button state of the accelerator key is adjusted from the state where touch is not allowed to the state where touch is allowed.
  • the touch operation of the accelerator key is detected, and in response to the touch operation, the target object is controlled to perform the acceleration operation.
  • the state of the above-mentioned target virtual key is not limited to that shown in FIGS. 6-7.
  • the key state of the target virtual key is a state that allows touch control
  • the key mark of the target virtual key as shown in the figure may be directly presented, instead of hiding or partially displaying the key mark.
  • the foregoing is only a presentation example, and this embodiment does not make any limitation on this.
  • the automatic adjustment of the button state of the target virtual button is controlled to simplify the button state of the target virtual button.
  • the adjustment operation is implemented to simplify the operation of controlling the target object, thereby overcoming the problem of high operation complexity caused by the need for the player to repeat multiple manual operations in the related art to trigger the adjustment of the button state.
  • triggering to adjust the button state of the target virtual button includes:
  • the embodiment of the present application does not limit the method for determining the first target value.
  • the first target value is determined according to the capacity of the energy tank.
  • the first target value may be greater than or equal to 1/3 of the total capacity of the energy tank.
  • the embodiment of the present application does not limit the manner of determining the preset energy threshold.
  • the preset energy threshold may be determined according to the total capacity of the energy tank.
  • the preset energy threshold may be the total capacity of the energy tank, or it may be a preset multiple (such as 80%) of the total capacity of the energy tank. ).
  • increasing the energy value in the energy slot corresponding to the game item controlled by the target virtual button by the first target value within a unit time, and after obtaining the cumulative energy value further includes: accumulating energy If the value does not reach the preset energy threshold, keep the key state of the target virtual key in a state where touch is not allowed, and continue to detect the energy value in the energy slot.
  • the first target value of the energy value in the energy slot corresponding to the game item controlled by the target virtual key is increased once per unit time, where ,
  • the first target value can be, but is not limited to, greater than or equal to 1/3 of the total value of the capacity in the energy tank. This shortens the time for adjusting the button state of the target virtual button, and further improves the control efficiency of controlling the target object to perform the target operation through the target virtual button.
  • the above-mentioned target action may include, but is not limited to, a first target sub-action executed according to the first direction as the advancing direction, and a second target sub-action executed according to the second direction as the advancing direction.
  • a first target sub-action executed according to the first direction as the advancing direction and a second target sub-action executed according to the second direction as the advancing direction.
  • the target object In order for the target object to accumulate the energy value in the energy tank as soon as possible after completing the first target sub-action and the second target sub-action included in the target action, perform the first target sub-action and the second target sub-action
  • the first target value corresponding to the energy value adjustment range is set to be greater than or equal to 1/3 of the total value of the capacity in the energy tank, so that after the target object completes the target action, It is possible to make the energy value in the energy slot reach the total capacity value as soon as possible, and the button state of the target virtual button is adjusted to a state that allows touch as soon as possible.
  • the target object performs a target action, such as drifting to the right first and then drifting to the left.
  • the target angle (such as the drift angle) generated by the detection, such as the following situations:
  • the energy value in the energy slot corresponding to the game item controlled by the target virtual button has accumulated to 20%, as shown in (g) in FIG. 9.
  • the control instruction for controlling the target object to perform the left drifting action is detected, and the target angle generated in the process of drifting to the left is detected.
  • the energy value is adjusted and increased according to the first target value once per unit time. Assuming that the first target value is 45%, the energy value in the adjusted energy tank is 65%, as shown in (h) in FIG. 9. Further, after the target object completes the left drifting action, it will be detected that the energy value in the energy tank continues to accumulate, assuming it reaches 85%, as shown in Figure 9 (i).
  • the energy value in the energy slot will directly reach the total capacity of the energy slot, and the button state of the target virtual button can be changed from The state of not allowing touch is adjusted to the state of allowing touch.
  • the energy value in the energy tank has not yet reached the total capacity of the energy tank, and only reaches 85%, and the button state of the target virtual button needs to be kept as non-allowable touch. Control the state, and continue to detect the energy value in the energy tank. That is, after the third) case, it is necessary to further accumulate the energy value of the energy operation through other operations.
  • marks (a)-(i) shown in FIG. 9 are used to distinguish the energy values in each energy slot, and the marks in different rows are not used to limit the order of appearance.
  • the energy value in the energy slot corresponding to the game item controlled by the target virtual button is increased by the first target value in unit time to obtain the cumulative energy value , So as to realize the adjustment of the key state of the target virtual key according to the adjustment of the energy value. Furthermore, while simplifying the adjustment operation of the button state, the control efficiency of controlling the target object to perform the target operation by touching the target virtual button is improved.
  • detecting the target angle generated by the target object controlled by the client during the execution of the target action includes:
  • the target object is controlled to perform the target action, where the target action includes: controlling the target object to perform the first target sub-action according to the first direction, and controlling the target object to be the second The second target sub-action executed by the direction;
  • first virtual key may be but not limited to a direction key
  • second virtual key may be but not limited to a drift key that triggers a drift action.
  • the target object controlled by the client (the virtual object 502 as shown in the figure) is detected to execute Drifting action.
  • the target virtual key is the accelerator key 508.
  • the direction key 504 and the drift key 506 can be used to control the virtual object 502 to perform the aforementioned drifting action.
  • the arrow keys 504 include a left arrow key and a right arrow key.
  • the above-mentioned target action may include: a first target sub-action executed in a first direction, a drifting action to the right as shown in Figure 7 (a), and a second target sub-action executed in a second direction , As shown in Figure 7 (b) as shown in the drift action to the left.
  • the target angle generated by the target object during the execution of the first target sub-action and the second target sub-action is detected.
  • the drift angle of the detection target object when performing the first target sub-action is a positive angle.
  • the drift angle is the forward direction of the target object (such as the direction of the head of the virtual vehicle) and the sliding direction (such as the direction of the instantaneous speed of the virtual vehicle) + ⁇ , and the target object is performing the second target sub-action (as shown in Figure 7(b))
  • the drift angle generated during the left drift action is a negative angle
  • the drift angle is between the forward direction of the target object (such as the direction of the head of the virtual vehicle) and the sliding direction (such as the direction of the instantaneous speed of the virtual vehicle) The included angle- ⁇ .
  • the above-mentioned drift angle when the above-mentioned drift angle is detected to reach the critical condition of less than or equal to 0, it triggers a one-time adjustment to increase the energy value in the energy slot within a unit time, so that the energy value can be used to control the button state of the target virtual button. Adjustment.
  • the process of detecting the target angle generated by the target object controlled by the client during the execution of the target action further includes:
  • the adjustment of the energy value in the energy tank may also be triggered, but not limited to. That is to say, when a single drift action is performed, the adjustment of the energy value can also be triggered. During the switching process of the two drift actions, the adjustment can also be automatically triggered according to the target angle.
  • the above-mentioned action parameters corresponding to the target sub-actions may include, but are not limited to, the traveling speed and action duration of the target object.
  • the traveling speed and action duration of the target object For example, when the target object performs a drifting action, the higher the driving speed and the longer the drift time, the greater the corresponding increase in energy in the energy tank.
  • the change in energy value is positively correlated with the above-mentioned action parameters.
  • the energy value (such as the second target value and the third target value) increased per unit time is smaller than the first target value adjusted according to the target angle.
  • the energy value is controlled and adjusted to increase the first target value.
  • the second target value and the third target value can also be increased, so that the target object can accumulate the energy value in the energy tank in time after completing the target action To the total capacity, to shorten the adjustment time of the button state of the target virtual button, so that the target virtual button can be adjusted to a state that allows touch as soon as possible, so as to improve the control efficiency of controlling the target object to perform the target operation.
  • the method before triggering to adjust the button state of the target virtual button, the method further includes:
  • the target angle generated during the action switch can be detected in real time, so that When it is determined that the detected target angle is less than or equal to 0, it is determined that the target angle reaches the trigger threshold, and the energy value is greatly adjusted at one time per unit time, so as to shorten the time for adjusting the button state of the target virtual button, thereby increasing the touch target The efficiency of the virtual key to perform the target operation.
  • controlling the target object to perform a target operation matching the target virtual key includes:
  • S1 Control the target object to perform a special skill release operation matching the target virtual button, and adjust the button state of the target virtual button to a state where touch is not allowed, where the special skill is used to assist the target object in completing a game.
  • controlling the target object to perform a special skill release operation matching the target virtual key includes: controlling the target object to perform an acceleration operation matching the target virtual key.
  • the target object is a virtual object 502
  • the target virtual key is an accelerator key 508.
  • the virtual object 502 is controlled to start to perform the acceleration operation, as shown in FIG. 12(b). Further, after the acceleration operation is completed, the acceleration key 508 is restored to a state where touch is not allowed (not shown in the figure).
  • the target object in response to a touch operation on the target virtual button, the target object is controlled to perform a special skill release operation matching the target virtual button, and the button state of the target virtual button is restored to a state where touch is not allowed, In order to trigger the control of the target virtual key by the above method next time.
  • an object control device for implementing the above object control method. It should be noted that, because the object control device provided in the embodiment of the present application corresponds to the above object control method, for the sake of brevity, technical details of the object control device will not be repeated. For the technical details of the object control device, please refer to Related content in the object control method above.
  • the device includes:
  • the first detection unit 1302 is used to detect the target angle of the target object controlled by the client during the execution of the target action during the running of a game, where the target angle is the forward direction of the target object The angle between the sliding direction and the target object;
  • the trigger unit 1304 is configured to automatically trigger the adjustment of the button state of the target virtual button when the target angle reaches the trigger threshold;
  • the second detection unit 1306 is configured to detect a touch operation performed on the target virtual key when the key state of the target virtual key is a state that allows touch control;
  • the control unit 1308 is configured to respond to the touch operation and control the target object to perform the target operation matching the target virtual key.
  • the trigger unit 1304 includes:
  • the first increase module is used to automatically increase the energy value in the energy slot corresponding to the game item controlled by the target virtual button to the first target value in a unit time when the target angle reaches the trigger threshold to obtain the accumulated energy value , Where the first target value is determined according to the capacity of the energy tank;
  • the adjustment module is used to adjust the key state of the target virtual key from a state where touch is not allowed to a state where touch is allowed when the accumulated energy value reaches the preset energy threshold.
  • the device further includes:
  • the processing module is used to increase the energy value in the energy slot corresponding to the game item controlled by the target virtual key to the first target value within a unit time, and after the accumulated energy value is obtained, when the accumulated energy value does not reach the capacity of the energy slot In the case of the total value, keep the button state of the target virtual button in a state where touch is not allowed, and continue to detect the energy value in the energy slot.
  • the first detection unit 1302 includes:
  • the first obtaining module is used to obtain the first operation instruction generated by performing a long press operation on the first virtual button and the second virtual button in the human-computer interaction interface presented by the client, wherein the first virtual button is used for To adjust the forward direction of the target object, the second virtual button is used to trigger the target object to perform the target action;
  • the first control module is used to control the target object to perform the target action in response to the first operation instruction, wherein the target action includes: the first target sub-action executed by the target object in the first direction according to the forward direction, and the control target The subject performs the second target sub-action according to the advancing direction as the second direction;
  • the first additional module is used to detect the target angle generated by the target object in the process of executing the first target sub-action and the second target sub-action.
  • it further includes:
  • the second acquisition module is used to obtain and obtain the target angle generated by the target object controlled by the client in the process of executing the target action during the process of controlling the target object to perform the first target sub-action.
  • the first action parameter value corresponding to the first target sub-action;
  • the second increase module is used to increase the energy value in the energy slot corresponding to the game item controlled by the target virtual button according to the second target value matched with the first action parameter value, wherein the second target value is When executing the first target sub-action, the energy value added in the energy tank per unit time;
  • the third obtaining module is used to obtain the second action parameter value corresponding to the second target sub-action in the process of controlling the target object to perform the second target sub-action;
  • the third increase module is used to increase the energy value in the energy slot corresponding to the game item controlled by the target virtual key according to the third target value matched with the second action parameter value, wherein the third target value is When the second target sub-action is executed, the energy value added in the energy tank per unit time.
  • the device further includes:
  • the third detection unit is configured to detect all the changes generated in the process of switching the target object from the first target sub-action to the second target sub-action before the adjustment of the button state of the target virtual button is triggered.
  • the determining unit is configured to determine that the target angle reaches the trigger threshold when it is detected that the target angle is less than or equal to 0.
  • control unit 1308 includes:
  • the control module is used to control the target object to perform a special skill release operation matching the target virtual button, and adjust the button state of the target virtual button to a state that does not allow touch.
  • the special skill is used to assist the target object in completing a Rounds of games.
  • control module includes a control sub-module for controlling the target object to perform an accelerated operation matching the target virtual key.
  • the electronic device for implementing the above object control method.
  • the electronic device includes a memory 1402 and a processor 1404.
  • the memory 1402 stores a computer
  • the processor 1404 is configured to execute the steps in any one of the foregoing method embodiments through a computer program.
  • the above electronic device may be located in at least one network device among multiple network devices in the computer network.
  • the foregoing processor may be configured to execute the following steps through a computer program:
  • FIG. 14 is only for illustration, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet Devices, MID), PAD and other terminal devices.
  • FIG. 14 does not limit the structure of the above electronic device.
  • the electronic device may also include more or fewer components (such as a network interface, etc.) than shown in FIG. 14, or have a different configuration from that shown in FIG.
  • the memory 1402 may be used to store software programs and modules, such as program instructions/modules corresponding to the object control method and device in the embodiments of the present application.
  • the processor 1404 executes the software programs and modules stored in the memory 1402 by running the software programs and modules. This kind of functional application and data processing realizes the above-mentioned object control method.
  • the memory 1402 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the storage 1402 may further include a storage remotely provided with respect to the processor 1404, and these remote storages may be connected to the terminal through a network.
  • the aforementioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
  • the memory 1402 may specifically, but is not limited to, storing information such as related control information or operation instructions of the target object.
  • the memory 1402 may include, but is not limited to, the first detection unit 1302, the trigger unit 1304, the second detection unit 1306, and the control unit 1308 in the above object control device.
  • it may also include, but is not limited to, other module units in the above object control device, which will not be repeated in this example.
  • the aforementioned transmission device 1406 is used to receive or send data via a network.
  • the above-mentioned specific examples of networks may include wired networks and wireless networks.
  • the transmission device 1406 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network.
  • the transmission device 1406 is a radio frequency (RF) module, which is used to communicate with the Internet in a wireless manner.
  • RF radio frequency
  • the above-mentioned electronic device further includes: a display 1408 for displaying the above-mentioned target object and the target actions and target operations performed by the target object; and a connection bus 1410 for connecting various module components in the above-mentioned electronic device.
  • a storage medium in which a computer program is stored, wherein the computer program is configured to execute the steps in any of the foregoing method embodiments when running.
  • the aforementioned storage medium may be configured to store a computer program for executing the following:
  • a computer program product including instructions, which when run on a computer, causes the computer to execute the steps in any one of the foregoing method embodiments.
  • the storage medium may include a flash disk, a read-only memory (Read-Only Memory, ROM), a random access device (Random Access Memory, RAM), a magnetic disk or an optical disk, etc.
  • the integrated unit in the foregoing embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in the foregoing computer-readable storage medium.
  • the technical solution of this application essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, A number of instructions are included to make one or more computer devices (which may be personal computers, servers, or network devices, etc.) execute all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units 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 implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be through some interfaces, indirect coupling or communication connection of units or modules, and may be in electrical or other forms.
  • 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, they may be located in one place, or they may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • each unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit can be implemented in the form of hardware or software functional unit.

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Abstract

一种对象控制方法和装置、存储介质及电子装置。其中,该方法包括:在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度(S302);在目标角度达到触发阈值的情况下,自动触发对目标虚拟按键的按键状态进行调整(S304);在目标虚拟按键的按键状态为允许触控的状态的情况下,检测对目标虚拟按键执行的触控操作(S306);响应触控操作,控制目标对象执行与目标虚拟按键匹配的目标操作(S308)。解决了相关技术提供的对象控制方法,需要玩家反复多次手动操作所导致的操作复杂度较高的技术问题。

Description

对象控制方法和装置、存储介质及电子装置
本申请要求于2019年04月04日提交中国专利局、申请号为201910272526.8、申请名称为“对象控制方法和装置、存储介质及电子装置”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
本申请涉及计算机领域,具体而言,涉及对象控制。
背景技术
在竞速类游戏应用的游戏场景中,常常会为参赛对象配置不同的游戏道具或游戏技能。但为了保证一局游戏的公平性,上述游戏道具或游戏技能也会同步配置触发条件,如触发条件可以包括能量触发阈值。也就是说,在一局游戏的运行过程中,当满足上述触发条件的情况下,参赛对象才可以使用对应的游戏道具,或释放对应的游戏技能。例如,在控制参赛对象完成漂移动作之后,可以为该参赛对象积蓄对应的能量值。在能量值累计达到能量触发阈值时,该参赛对象将获得对游戏道具的使用权限。如该游戏道具可以为奖励参赛对象在游戏运行过程中实现加速的道具。
也就是说,目前在游戏运行的过程中,往往需要控制参赛对象反复执行多次漂移动作来积累能量值,以使得能量值最终累计达到上述能量触发阈值。换言之,相关技术提供的对象控制方法中,通常需要控制对象反复多次执行相同操作才可以使用游戏道具或释放游戏技能,从而导致对象控制的操作难度增加的问题。
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控制方法和装置、存储介质及电子装置,以至少解决相关技术提供的对象控制方法,需要玩家反复多次手动操作所导致的操作复杂度较高的技术问题。
根据本申请实施例的一个方面,提供了一种对象控制方法,应用于网络设 备,包括:在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,上述目标角度为上述目标对象的前进朝向和上述目标对象的滑行方向之间夹角的角度;在上述目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整;在上述目标虚拟按键的按键状态为允许触控的状态的情况下,检测对上述目标虚拟按键执行的触控操作;响应上述触控操作,控制上述目标对象执行与上述目标虚拟按键匹配的目标操作。
根据本申请实施例的另一方面,还提供了一种对象控制装置,包括:第一检测单元,用于在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,上述目标角度为上述目标对象的前进朝向和上述目标对象的滑行方向之间夹角的角度;触发单元,用于在上述目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整;第二检测单元,用于在上述目标虚拟按键的按键状态为允许触控的状态的情况下,检测对上述目标虚拟按键执行的触控操作;控制单元,用于响应上述触控操作,控制上述目标对象执行与上述目标虚拟按键匹配的目标操作。
根据本申请实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述对象控制方法。
根据本申请实施例的又一方面,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,其中,上述处理器通过计算机程序执行上述的对象控制方法。
根据本申请实施例的一方面,还提供了一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行上述的对象控制方法。
在本申请实施例中,在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,根据该目标角度确定是否自动触发对目标虚拟按键的按键状态进行调整,并在目标虚拟按键的按键状态为允许触控的状态的情况下,检测对该目标虚拟按键执行的触控操作,响应该触控操作,以控制目标对象执行与目标虚拟按键匹配的目标操作。也就是说,根据检测到的目标对象在执行目标动作的过程中所产生的目标角度,来控制触发对目标虚拟按键的按键状态进行自动调整,以简化目标虚拟按键的按键状态的 调整操作,从而实现简化对目标对象进行控制的过程,进而克服相关技术中需要玩家反复多次手动操作所导致的操作复杂度较高的问题。
进一步,在简化调整操作的同时,还可以对按键状态为允许触控的状态的目标虚拟按键,及时检测是否执行了触控操作,以响应触控操作,控制目标对象及时执行与目标虚拟按键匹配的目标操作,从而达到提高控制上述对象执行目标操作的控制效率的目的。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,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一种可选的对象控制方法的网络环境的示意图;
图2是根据本申请实施例的一种可选的对象控制方法的硬件环境的示意图;
图3是根据本申请实施例的一种可选的对象控制方法的流程图;
图4是根据本申请实施例的一种弯道的示意图;
图5是根据本申请实施例的一种游戏应用的示意图;
图6是根据本申请实施例的一种目标虚拟按键的按键状态的变化示意图;
图7是根据本申请实施例的一种可选的对象控制方法的示意图;
图8是根据本申请实施例的另一种可选的对象控制方法的流程图;
图9是根据本申请实施例的一种能量槽中的能量值的变化示意图;
图10是根据本申请实施例的一种目标角度的示意图;
图11是根据本申请实施例的另一种目标角度的示意图;
图12是根据本申请实施例的一种执行目标操作的示意图;
图13是根据本申请实施例的一种可选的对象控制装置的结构示意图;
图14是根据本申请实施例的一种可选的电子装置的结构示意图。
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或单元。
根据本申请实施例的一个方面,提供了一种对象控制方法,可选地,作为一种可选的实施方式,上述对象控制方法可以但不限于应用于如图1所示的网络环境中。假设用户设备102中安装有游戏应用的客户端(如图1所示为竞速类游戏应用客户端),其中,用户设备102中包括人机交互屏幕104,处理器106及存储器108。人机交互屏幕104用于通过与上述客户端对应的人机交互接口检测人机交互操作(如触控操作);处理器106,用于根据人机交互操作生成对应的操作指令,并响应该操作指令控制上述客户端所控制的目标对象执行对应的动作或操作。存储器108用于存储上述操作指令及目标对象相关的属性信息,如属性信息可以包括但不限于:在客户端所呈现的人机交互界面中,用于控制目标虚拟对象的虚拟按键的按键状态信息。
如S102,用户设备102在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,该目标角度为目标对象的前进朝向和目标对象的滑行方向之间夹角的角度。如S102,获取上述检测到的目标角度。然后,用户设备102可以执行S104,通过网络110发送该目标角度至服务器112。服务器112中包括数据库114及处理引擎116。其中, 数据库114用于存储触发阈值及虚拟按键对应的按键响应逻辑,处理器引擎116用于比对目标角度和触发阈值,以确定是否触发对目标虚拟按键的按键状态进行调整的操作。然后服务器112执行S106-S108,在目标角度达到触发阈值的情况下,自动触发对目标虚拟按键的按键状态进行调整,并将目标虚拟按键的按键状态同步发送给用户设备102。
进一步,用户设备102中的处理器106将执行S110-S112:判定该目标虚拟按键的按键状态是否为允许触控的状态,在该目标虚拟按键的按键状态为允许触控的状态的情况下,检测对该目标虚拟按键执行的触控操作,响应检测到的触控操作,控制目标对象执行与目标虚拟按键匹配的目标操作。然后如S114,在客户端的人机交互界面中呈现上述目标对象执行的目标操作。
此外,作为一种可选的实施方式,上述对象控制方法还可以但不限于应用于如图2所示的硬件环境中。仍假设用户设备102中安装有游戏应用的客户端(如图2所示为竞速类游戏应用客户端),其中,用户设备102中包括上述人机交互屏幕104,处理器106及存储器108。
用户设备102在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,该目标角度为目标对象的前进朝向和目标对象的滑行方向之间夹角的角度。如S202,获取上述检测到的目标角度。然后,用户设备102通过处理器106执行S204-S208:在目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整,并判定该目标虚拟按键的按键状态是否为允许触控的状态,以便在该目标虚拟按键的按键状态为允许触控的状态的情况下,检测对该目标虚拟按键执行的触控操作,响应检测到的触控操作,控制目标对象执行与目标虚拟按键匹配的目标操作。然后如S210,在客户端的人机交互界面中呈现上述目标对象执行的目标操作。
需要说明的是,在本实施例中,在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,根据该目标角度确定是否触发对目标虚拟按键的按键状态进行调整,并在目标虚拟按键的按键状态为允许触控的状态的情况下,检测对该目标虚拟按键执行的触控操作,响应该触控操作,以控制目标对象执行与目标虚拟按键匹配的目标操作。也就是 说,根据检测到的目标对象在执行目标动作的过程中所产生的目标角度,来控制触发对目标虚拟按键的按键状态进行自动调整,以简化目标虚拟按键的按键状态的调整操作,从而实现简化对目标对象进行控制的操作,进而克服相关技术中需要玩家反复多次手动操作,才能触发对按键状态进行调整所导致的操作复杂度较高的问题。进一步,在简化调整操作的同时,还可以对按键状态为允许触控的状态的目标虚拟按键,及时检测是否执行了触控操作,以响应触控操作,控制目标对象及时执行与目标虚拟按键匹配的目标操作,从而达到提高控制上述对象执行目标操作的控制效率的目的。
可选地,在本实施例中,上述用户设备可以但不限于为手机、平板电脑、笔记本电脑、PC机等支持运行应用客户端的终端设备。上述服务器和用户设备可以但不限于通过网络实现数据交互,上述网络可以包括但不限于无线网络或有线网络。其中,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。上述有线网络可以包括但不限于:广域网、城域网、局域网。上述仅是一种示例,本实施例中对此不作任何限定。
可选地,作为一种可选的实施方式,如图3所示,上述对象控制方法包括:
S302,在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,目标角度为目标对象的前进朝向和目标对象的滑行方向之间夹角的角度;
S304,在目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整;
S306,在目标虚拟按键的按键状态为允许触控的状态的情况下,检测对目标虚拟按键执行的触控操作;
S308,响应触控操作,控制目标对象执行与目标虚拟按键匹配的目标操作。
需要说明的是,上述步骤S302、S304、S306和S308可以由网络设备执行。可选的,如图2所示,当网络设备包括用户设备102时,则上述步骤S302、S304、S306和S308均可以由用户设备102执行。可选的,如图1所示,当网络设备包括用户设备102和服务器112时,则S302、S306和S308均可以由用户设备102执行,而且S304可以由服务器112执行。
可选地,在本实施例中,上述对象控制方法可以但不限于应用于一局游戏的运行过程中,利用目标对象在执行目标动作的过程中产生的目标角度,来控制触发对目标虚拟按键的按键状态进行自动调整,从而实现在简化调整操作的同时,节省控制目标对象执行与目标虚拟按键匹配的目标操作的时间,提高对象控制效率。例如,以上述游戏应用为竞速类游戏应用为例,上述参与一局游戏的目标对象可以但不限于为竞速类游戏应用中被操控的虚拟对象,如虚拟角色、虚拟装备、虚拟车辆等。本实施例中对此不作任何限定。
需要说明的是,在本实施例中,根据检测到的目标对象在执行目标动作的过程中所产生的目标角度,来控制触发对目标虚拟按键的按键状态进行自动调整,以简化目标虚拟按键的按键状态的调整操作,进而克服相关技术中需要玩家反复多次手动操作,才能触发对按键状态进行调整所导致的操作复杂度较高的问题。进一步,在简化调整操作的同时,还可以对按键状态为允许触控的状态的目标虚拟按键,及时检测是否执行了触控操作,以响应触控操作,控制目标对象及时执行与目标虚拟按键匹配的目标操作,从而达到提高控制上述对象执行目标操作的控制效率的目的。
可选地,在本实施例中,上述目标动作可以包括但不限于通过赛道中设置的弯道时所要执行的动作或组合动作。如该弯道可以包括但不限于S型弯道,对应的目标动作可以包括但不限于双向漂移动作。例如,在赛道中设置为如图4所示的S型弯道402的情况下,则目标对象所要执行的目标动作可以包括但不限于向左漂移的分动作和向右漂移的分动作。对应地,上述目标角度可以包括但不限于执行漂移动作时所产生的漂移角度,其中,该漂移角度可以但不限于为携带方向信息的角度。如假设向左漂移的漂移角度为正角,则向右漂移的漂移角度为负角,反而反之。
可选地,在本实施例中,上述目标虚拟按键可以但不限于是用于控制目标对象在客户端所提供的场景中执行目标操作的控制按键,其中,该目标操作可以但不限于用于辅助目标对象完成当前这一局游戏。也就是说,目标虚拟按键可以但不限于用于为正在运行一局游戏的目标对象提供游戏道具或游戏技能。其中,游戏道具或游戏技能被触发使用可以但不限于需要累计一定能量值,在 该能量值达到能量槽的容量总值的情况下,该游戏道具或游戏技能将处于允许被触发的状态。这里游戏道具或游戏技能可以包括但不限于:为目标对象加速的道具或技能、为目标对象的队友提供辅助加速的道具或技能、为目标对象的对手提供阻碍的道具或技能等。上述仅是一种示例,本实施例中对此不作任何限定。
对应的,在本实施例中,上述目标虚拟按键的按键状态可以包括但不限于:允许触控的状态、非允许触控的状态。在上述游戏道具或游戏技能处于允许被触发的状态时,用于控制的目标虚拟按键的按键状态,也将从非允许触控的状态调整为允许触控的状态。也就是说,在本实施例中,上述目标虚拟按键的按键状态在从非允许触控的状态调整到允许触控的状态是一个变化过程,在交互界面中,该目标虚拟按键所呈现的状态可以但不限于根据上述能量槽中的能量值同步变化。
例如,如图5所示,假设以游戏应用为竞速类游戏应用为例,目标对象为虚拟对象502,通过方向键504和漂移键506可以控制虚拟对象502执行漂移动作。目标虚拟按键为加速键508。
在一局游戏的运行过程中,虚拟对象502执行目标动作的过程中,对应的目标虚拟按键的按键状态可以如图6所示:呈现的初始状态如图6中(a)所示(如图所示按键标识将全部不显示),为非允许触控状态下的加速键602,之后在检测到目标动作所产生的目标角度达到触发阈值的情况下,则可以但不限于调整目标虚拟按键所呈现的状态,如图6中(b)所示(如图所示按键标识将部分显示)为变化状态下的加速键604。最后,在确定目标虚拟按键达到允许触控的状态(如图所示按键标识将全部显示)的情况下,则如图6中(c)所示呈现允许触控状态下的加速键606。
可选地,在本实施例中,在目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整可以包括但不限于:
1)在单位时间内,将与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值;
2)在单位时间内,将与目标虚拟按键所控制的游戏技能对应的冷却时间 (Cool Down Time,简称CD)缩短第一时长。
也就是说,在本实施例中,可以但不限于根据目标角度,调整与目标虚拟按键的按键状态关联的能量槽中能量值和/或冷却时间等。从而实现根据上述能量值和/或冷却时间来控制目标虚拟按键的按键状态,从非允许触控的状态,逐步调整至允许触控的状态,达到对目标虚拟按键进行渐变控制的目的。
进一步,在本实施例中,不限定第一目标值的确定方法以及第一时长的确定方法,例如,上述第一目标值根据能量槽的容量确定,上述第一时长根据冷却时间的总时长确定。也就是说,在本实施例中,上述渐变控制过程,将脱离参与该局游戏的玩家的人为控制影响,不再受人为操作的时间或控制的行驶速度的限制,而是可以实现一次性地大幅调整,从而节省调整时间,提高目标虚拟按键的状态调整效率,进而实现提高控制目标对象执行与目标虚拟按键匹配的目标操作的控制效率的效果。
需要说明的是,上述第一目标值可以但不限于大于等于能量槽的容量总值的1/3,上述第一时长可以但不限于大于等于冷却时间的总时长的1/3。也就是说,在目标动作包括第一目标分动作和第二目标分动作,且上述第一目标分动作和第二目标分动作也可以辅助调整上述能量值或时长的情况下,为了提高控制效率,在上述目标角度达到触发阈值的情况下,单位时间内实现一次性大幅度调整能量值或时长,以便于缩短调整目标虚拟按键的按键状态的时长,进而提高触控目标虚拟按键执行目标操作的效率。
可选地,在本实施例中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度包括:检测目标对象在按照前进朝向为第一方向执行第一目标分动作,及按照前进朝向为第二方向执行第二目标分动作的过程中所产生的目标角度。例如,在检测到该目标角度小于等于0的情况下,确定目标角度达到触发阈值。
可选地,在本实施例中,控制目标对象执行与目标虚拟按键匹配的目标操作包括:控制目标对象执行与目标虚拟按键匹配的特殊技能释放操作,并将目标虚拟按键的按键状态调整为非允许触控的状态,其中,特殊技能用于辅助目标对象完成一局游戏。例如,特殊技能可以但不限于:为目标对象加速的道具 或技能、为目标对象的队友提供辅助加速的道具或技能、为目标对象的对手提供阻碍的道具或技能等。
具体结合图7-图8所示示例进行说明:假设仍以竞速类游戏应用为例,在一局游戏的运行过程中,检测到客户端所控制的目标对象(如图所示为虚拟对象502)执行目标动作,如图7中(a)和(b)分别为先向左漂移再向右漂移。在执行上述目标动作的过程中,检测所产生的目标角度(如图所示为漂移角度)。在该漂移角度达到触发阈值(例如,漂移角度小于等于0度)的情况下,触发对目标虚拟按键702(如图所示为加速键)的按键状态进行调整,如单位时间内一次性增加与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,例如30%-40%。进一步如图7中(b)所示,假设在增加该能量值之后,上述能量槽中的能量值达到容量总值,则目标虚拟按键702(如图所示为加速键)的按键状态,也将调整至允许触控的状态(如图所示按键标识将全部显示)。则可以检测对该目标虚拟按键(如图所示为加速键)的触控操作,并响应该触控操作,控制目标对象执行加速操作。
进一步,上述图7所示控制过程的执行逻辑流程,可以如图8所示S802-S818:
在一局游戏运行的过程中,检测到目标对象执行向右漂移动作,随之目标角度逐渐扩大。进一步检测到目标对象执行向左漂移动作,随之目标角度逐渐缩小。在检测到目标角度小于等于0的情况下,自动触发在单位时间内一次性调整增加与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值。进一步,在调整后的该能量值达到能量槽的容量总值的情况下,将加速键的按键状态从非允许触控的状态,调整为允许触控的状态。检测对该加速键的触控操作,响应该触控操作,控制目标对象执行加速操作。
需要说明的是,上述目标虚拟按键的所呈现的状态不限于图6-7所示。在本实施例中,也可以在目标虚拟按键的按键状态为允许触控的状态的情况下,直接呈现如图所示的目标虚拟按键的按键标识,而不再隐藏或部分显示按键标识。上述仅是一种呈现示例,本实施例中对此不作任何限定。
通过本申请提供的实施例,根据检测到的目标对象在执行目标动作的过程 中所产生的目标角度,来控制触发对目标虚拟按键的按键状态进行自动调整,以简化目标虚拟按键的按键状态的调整操作,从而实现简化对目标对象进行控制的操作,进而克服相关技术中需要玩家反复多次手动操作,才能触发对按键状态进行调整所导致的操作复杂度较高的问题。进一步,在简化对象控制操作的同时,还可以及时检测对按键状态为允许触控的状态的目标虚拟按键是否执行触控操作的情况下,以控制目标对象及时执行与目标虚拟按键匹配的目标操作,从而达到提高控制上述对象执行目标操作的控制效率的目的。
作为一种可选的方案,在目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整包括:
S1,在目标角度达到触发阈值的情况下,在单位时间内将与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值;
S2,在累积能量值达到预设能量阈值的情况下,将目标虚拟按键的按键状态从非允许触控的状态,调整为允许触控的状态。
需要说明的是,本申请实施例不限定第一目标值的确定方式。可选的,第一目标值根据能量槽的容量确定,例如,第一目标值可以大于等于能量槽的容量总值的1/3。
还需要说明的是,本申请实施例不限定预设能量阈值的确定方式。可选的,预设能量阈值可以根据能量槽的容量总值确定,例如,预设能量阈值可以为能量槽的容量总值,也可以为能量槽的容量总值的预设倍数(如80%)。
可选地,在本实施例中,在单位时间内将与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值之后,还包括:在累积能量值未达到预设能量阈值的情况下,保持目标虚拟按键的按键状态为非允许触控的状态,并继续检测能量槽中的能量值。
可选地,在本实施例中,在目标角度达到触发阈值的情况下,在单位时间内一次性增加与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值第一目标值,其中,该第一目标值可以但不限于大于等于能量槽中的容量总值的1/3。从而缩短调整目标虚拟按键的按键状态的时间,进一步提高通过目标虚 拟按键控制目标对象执行目标操作的控制效率。
需要说明是,上述目标动作可以包括但不限于按照前进朝向为第一方向所执行的第一目标分动作,及按照所述前进朝向为第二方向所执行的第二目标分动作。其中,第一目标分动作和第二目标分动作完成后,也可以但不限于同步调整能量槽中的能量值。为了使目标对象在完成目标动作中包括的第一目标分动作及第二目标分动作之后,可以尽快积满能量槽中的能量值,则对在第一目标分动作及第二目标分动作执行过程中,目标角度达到触发阈值的临界情况下,将能量值调整幅度对应的第一目标值设置为大于等于能量槽中的容量总值的1/3,从而使得目标对象在完成目标动作后,可以使得能量槽中的能量值尽快达到容量总值,而目标虚拟按键的按键状态尽快调整为允许触控的状态。
具体结合图9所示示例进行说明:假设检测到目标对象执行了目标动作,如先向右漂移,再向左漂移。在该过程中检测所产生的目标角度(如漂移角度),如包括以下情况:
1)在执行右漂移动作后,目标虚拟按键所控制的游戏道具对应的能量槽中的能量值已累计到55%,如图9中(a)所示。在目标对象执行右漂移动作的过程中,检测到控制目标对象执行左漂移动作的控制指令,检测在向左漂移的过程中产生的目标角度。在检测到目标角度达到触发阈值的情况下,在单位时间内一次性按照第一目标值调整增加能量值。假设第一目标值为45%,则调整后的能量槽中的能量值为100%,如图9中(b)所示。进一步,在目标对象完成左漂移动作后,检测到能量槽中的能量值将不再发生变化,如图9中(c);
2)在执行右漂移动作后,目标虚拟按键所控制的游戏道具对应的能量槽中的能量值已累计到45%,如图9中(d)所示。在目标对象执行右漂移动作的过程中,检测到控制目标对象执行左漂移动作的控制指令,检测在向左漂移的过程中产生的目标角度。在检测到目标角度达到触发阈值的情况下,在单位时间内一次性按照第一目标值调整增加能量值。假设第一目标值为45%,则调整后的能量槽中的能量值为90%,如图9中(e)所示。进一步,在目标对象完成左漂移动作后,还将检测到能量槽中的能量值继续累积,达到100%之后不再变化,如图9中(f);
3)在执行右漂移动作后,目标虚拟按键所控制的游戏道具对应的能量槽中的能量值已累计到20%,如图9中(g)所示。在目标对象执行右漂移动作的过程中,检测到控制目标对象执行左漂移动作的控制指令,检测在向左漂移的过程中产生的目标角度。在检测到目标角度达到触发阈值的情况下,在单位时间内一次性按照第一目标值调整增加能量值。假设第一目标值为45%,则调整后的能量槽中的能量值为65%,如图9中(h)所示。进一步,在目标对象完成左漂移动作后,还将检测到能量槽中的能量值继续累积,假设达到85%,如图9中(i)。
也就是说,在第1)-2)种情况下,目标对象在完成上述目标动作后,能量槽中的能量值将直接达到能量槽的容量总值,则可以将目标虚拟按键的按键状态从非允许触控的状态调整为允许触控的状态。而第3)种情况下,目标对象在完成上述目标动作后,能量槽中的能量值尚未达到能量槽的容量总值,仅达到85%,则需保持目标虚拟按键的按键状态为非允许触控的状态,并继续检测能量槽中的能量值。即,在第3)种情况之后,还需进一步通过其他操作来累计能量操作的能量值。
需要说明的是,图9所示标识(a)-(i)是用于区分各个能量槽中的能量值,不同行的标识不用于限定出现顺序。
通过本申请提供的实施例,在目标角度达到触发阈值的情况下,在单位时间内将与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值,从而实现根据对能量值的调整,来控制目标虚拟按键的按键状态的调整。进而达到在简化按键状态的调整操作的同时,提高通过触控目标虚拟按键来控制目标对象执行目标操作的控制效率。
作为一种可选的方案,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度包括:
S1,获取对客户端所呈现的人机交互界面中的第一虚拟按键及第二虚拟按键执行长按操作所生成的第一操作指令,其中,第一虚拟按键用于调整目标对象的前进朝向,第二虚拟按键用于触发目标对象执行目标动作;
S2,响应第一操作指令,控制目标对象执行目标动作,其中,目标动作包 括:控制目标对象按照前进朝向为第一方向所执行的第一目标分动作,及控制目标对象按照前进朝向为第二方向所执行的第二目标分动作;
S3,检测目标对象在执行第一目标分动作及第二目标分动作的过程中所产生的目标角度。
需要说明的是,上述第一虚拟按键可以但不限于为方向键,第二虚拟按键可以但不限于为触发漂移动作的漂移键。当第一虚拟按键和第二虚拟按键被同时执行长按操作的情况下,生成第一操作指令,该第一操作指令用于指示目标对象执行对应方向的漂移动作,如左漂移动作和右漂移动作。
具体结合图5所示示例进行说明:假设仍以竞速类游戏应用为例,在一局游戏的运行过程中,检测到客户端所控制的目标对象(如图所示为虚拟对象502)执行漂移动作。这里目标虚拟按键为加速键508。通过方向键504和漂移键506可以控制虚拟对象502执行上述漂移动作。其中,方向键504包括左方向键和右方向键。对应的,上述目标动作可以包括:向第一方向执行的第一目标分动作,如图7中(a)所示的向右漂移的漂移动作,以及向第二方向执行的第二目标分动作,如图7中(b)所示的向左漂移的漂移动作。
进一步,如图7所示,检测目标对象在执行第一目标分动作及第二目标分动作的过程中所产生的目标角度。假设检测目标对象在执行第一目标分动作(如图7中(a)所示的右漂移动作)时产生的漂移角度为正角度,如图10所示该漂移角度为目标对象的前进朝向(如虚拟车辆的车头方向)和滑行方向(如虚拟车辆的瞬时速度的方向)之间的夹角+α,而在目标对象在执行第二目标分动作(如图7中(b)所示的左漂移动作)时产生的漂移角度为负角度,如图11所示该漂移角度为目标对象的前进朝向(如虚拟车辆的车头方向)和滑行方向(如虚拟车辆的瞬时速度的方向)之间的夹角-α。则在此过程中,检测到上述漂移角度达到小于等于0的临界情况时,触发在单位时间内一次性调整增加能量槽中的能量值,以便于通过该能量值控制目标虚拟按键的按键状态的调整。
可选地,在本实施例中,在检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度的过程中,还包括:
S31,在控制目标对象执行第一目标分动作的过程中,获取与第一目标分动作对应的第一动作参数值;
S32,按照与第一动作参数值相匹配的第二目标值,增加与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,第二目标值为在执行第一目标分动作时,单位时间内能量槽中增加的能量值;
S33,在控制目标对象执行第二目标分动作的过程中,获取与第二目标分动作对应的第二动作参数值;
S34,按照与第二动作参数值相匹配的第三目标值,增加与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,第三目标值为在执行第二目标分动作时,单位时间内能量槽中增加的能量值。
需要说明的是,在本实施例中,对于第一目标分动作及第二目标分动作,在执行过程中,也可以但不限于触发对能量槽中的能量值的调整。也就是说,在执行单独的漂移动作时,也可以触发对能量值的调整,在两次漂移动作的切换过程中,根据目标角度还可以自动触发调整。
此外,在本实施例中,上述与目标分动作对应的动作参数可以包括但不限于目标对象的行驶速度和动作时长。例如,在目标对象执行漂移动作的过程中,行驶速度越大,漂移时间越长,则能量槽中对应增加的能量越大。也就是说,能量值的变化与上述动作参数正相关。其中,在该过程中,单位时间内增加的能量值(如第二目标值和第三目标值)小于上述根据目标角度调整的第一目标值。
通过本申请提供的实施例,通过检测目标对象在执行第一目标分动作及第二目标分动作的过程中所产生的目标角度,来控制调整为能量值增加第一目标值,此外在第一目标分动作和第二目标分动作各自执行的过程中,还可以按照第二目标值和第三目标值进行增加,以使得目标对象在完成目标动作之后,可以及时将能量槽中的能量值累计到容量总值,以缩短目标虚拟按键的按键状态的调整时间,使得目标虚拟按键可以尽快调整为允许触控的状态,从而达到提高控制目标对象执行目标操作的控制效率。
作为一种可选的方案,在触发对目标虚拟按键的按键状态进行调整之前, 还包括:
检测目标对象从第一目标分动作切换至第二目标分动作的过程中产生的目标角度;
在检测到目标角度小于等于0的情况下,确定目标角度达到触发阈值。
在本申请实施例中,还可以根据目标对象从第一目标分动作切换至第二目标分动作的过程中产生的目标角度,来触发对目标虚拟按键的按键状态进行调整,具体为:在目标对象从按照前进朝向为第一方向执行第一目标分动作,切换至按照前进朝向为第二方向执行第二目标分动作的过程中,可以实时检测动作切换过程中所产生的目标角度,使得在确定检测到的目标角度小于等于0时,确定目标角度达到触发阈值,并在单位时间内实现一次性大幅度调整能量值,以便于缩短调整目标虚拟按键的按键状态的时长,进而提高触控目标虚拟按键执行目标操作的效率。
作为一种可选的方案,控制目标对象执行与目标虚拟按键匹配的目标操作包括:
S1,控制目标对象执行与目标虚拟按键匹配的特殊技能释放操作,并将目标虚拟按键的按键状态调整为非允许触控的状态,其中,特殊技能用于辅助目标对象完成一局游戏。
可选地,在本实施例中,控制目标对象执行与目标虚拟按键匹配的特殊技能释放操作包括:控制目标对象执行与目标虚拟按键匹配的加速操作。
具体结合图12所示进行说明,假设以游戏应用为竞速类游戏应用为例,目标对象为虚拟对象502,目标虚拟按键为加速键508。如图12中(a)所示,在检测到对目标虚拟按键执行的触控操作后,控制虚拟对象502开始执行加速操作,如图12中(b)所示。进一步,在完成加速操作后,将该加速键508恢复到非允许触控的状态(图中未示出)。
通过本申请提供的实施例,响应对目标虚拟按键的触控操作,控制目标对象执行与目标虚拟按键匹配的特殊技能释放操作,并将目标虚拟按键的按键状态恢复为非允许触控的状态,以便于下一次通过上述方式触发对目标虚拟按键的控制。
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,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些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所必须的。
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控制方法的对象控制装置。需要说明的是,因本申请实施例提供的对象控制装置是与上述对象控制方法相对应的装置,为了简要起见,不再赘述对象控制装置的技术详情,而对象控制装置的技术详情,请参见上文对象控制方法中的相关内容。
如图13所示,该装置包括:
1)第一检测单元1302,用于在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,目标角度为目标对象的前进朝向和目标对象的滑行方向之间夹角的角度;
2)触发单元1304,用于在目标角度达到触发阈值的情况下,自动触发对目标虚拟按键的按键状态进行调整;
3)第二检测单元1306,用于在目标虚拟按键的按键状态为允许触控的状态的情况下,检测对目标虚拟按键执行的触控操作;
4)控制单元1308,用于响应触控操作,控制目标对象执行与目标虚拟按键匹配的目标操作。
作为一种可选的方案,触发单元1304包括:
第一增加模块,用于在目标角度达到触发阈值的情况下,在单位时间内自动将与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值,其中,第一目标值根据能量槽的容量确定;
调整模块,用于在累积能量值达到预设能量阈值的情况下,将目标虚拟按键的按键状态从非允许触控的状态,调整为允许触控的状态。
作为一种可选的方案,该装置还包括:
处理模块,用于在在单位时间内将与目标虚拟按键所控制的游戏道具对应 的能量槽中的能量值增加第一目标值,得到累积能量值之后,在累积能量值未达到能量槽的容量总值的情况下,保持目标虚拟按键的按键状态为非允许触控的状态,并继续检测能量槽中的能量值。
作为一种可选的方案,第一检测单元1302包括:
1)第一获取模块,用于获取对客户端所呈现的人机交互界面中的第一虚拟按键及第二虚拟按键执行长按操作所生成的第一操作指令,其中,第一虚拟按键用于调整目标对象的前进朝向,第二虚拟按键用于触发目标对象执行目标动作;
2)第一控制模块,用于响应第一操作指令,控制目标对象执行目标动作,其中,目标动作包括:控制目标对象按照前进朝向为第一方向所执行的第一目标分动作,及控制目标对象按照前进朝向为第二方向所执行的第二目标分动作;
3)第一增加模块,用于检测目标对象在执行第一目标分动作及第二目标分动作的过程中所产生的目标角度。
可选地,在本实施例中,还包括:
3)第二获取模块,用于在检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度的过程中,在控制目标对象执行第一目标分动作的过程中,获取与第一目标分动作对应的第一动作参数值;
4)第二增加模块,用于按照与第一动作参数值相匹配的第二目标值,增加与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,第二目标值为在执行第一目标分动作时,单位时间内能量槽中增加的能量值;
5)第三获取模块,用于在控制目标对象执行第二目标分动作的过程中,获取与第二目标分动作对应的第二动作参数值;
6)第三增加模块,用于按照与第二动作参数值相匹配的第三目标值,增加与目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,第三目标值为在执行第二目标分动作时,单位时间内能量槽中增加的能量值。
作为一种可选的方案,该装置还包括:
第三检测单元,用于在所述触发对目标虚拟按键的按键状态进行调整之 前,检测所述目标对象从所述第一目标分动作切换至所述第二目标分动作的过程中产生的所述目标角度;
确定单元,用于在检测到所述目标角度小于等于0的情况下,确定所述目标角度达到所述触发阈值。
作为一种可选的方案,控制单元1308包括:
1)控制模块,用于控制目标对象执行与目标虚拟按键匹配的特殊技能释放操作,并将目标虚拟按键的按键状态调整为非允许触控的状态,其中,特殊技能用于辅助目标对象完成一局游戏。
可选地,在本实施例中,控制模块包括:控制子模块,用于控制目标对象执行与目标虚拟按键匹配的加速操作。
根据本申请实施例的又一个方面,还提供了一种用于实施上述对象控制方法的电子装置,如图14所示,该电子装置包括存储器1402和处理器1404,该存储器1402中存储有计算机程序,该处理器1404被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述电子装置可以位于计算机网络的多个网络设备中的至少一个网络设备。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,目标角度为目标对象的前进朝向和目标对象的滑行方向之间夹角的角度;
S2,在目标角度达到触发阈值的情况下,自动触发对目标虚拟按键的按键状态进行调整;
S3,在目标虚拟按键的按键状态为允许触控的状态的情况下,检测对目标虚拟按键执行的触控操作;
S4,响应触控操作,控制目标对象执行与目标虚拟按键匹配的目标操作。
可选地,本领域普通技术人员可以理解,图14所示的结构仅为示意,电 子装置也可以是智能手机(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14其并不对上述电子装置的结构造成限定。例如,电子装置还可包括比图14中所示更多或者更少的组件(如网络接口等),或者具有与图14所示不同的配置。
其中,存储器1402可用于存储软件程序以及模块,如本申请实施例中的对象控制方法和装置对应的程序指令/模块,处理器1404通过运行存储在存储器1402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,即实现上述的对象控制方法。存储器1402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1402可进一步包括相对于处理器1404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。其中,存储器1402具体可以但不限于用于存储目标对象的相关控制信息或操作指令等信息。作为一种示例,如图14所示,上述存储器1402中可以但不限于包括上述对象控制装置中的第一检测单元1302、触发单元1304、第二检测单元1306及控制单元1308。此外,还可以包括但不限于上述对象控制装置中的其他模块单元,本示例中不再赘述。
可选地,上述的传输装置1406用于经由一个网络接收或者发送数据。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1406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1406为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子装置还包括:显示器1408,用于显示上述目标对象及目标对象所执行的目标动作和目标操作;和连接总线1410,用于连接上述电子装置中的各个模块部件。
根据本申请的实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下的计算机程序:
S1,在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,目标角度为目标对象的前进朝向和目标对象的滑行方向之间夹角的角度;
S2,在目标角度达到触发阈值的情况下,自动触发对目标虚拟按键的按键状态进行调整;
S3,在目标虚拟按键的按键状态为允许触控的状态的情况下,检测对目标虚拟按键执行的触控操作;
S4,响应触控操作,控制目标对象执行与目标虚拟按键匹配的目标操作。
根据本申请实施例的一方面,还提供了一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,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。
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,本申请的技术方案本质上或者说对现有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的保护范围。

Claims (19)

  1. 一种对象控制方法,应用于网络设备,包括:
    在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,所述目标角度为所述目标对象的前进朝向和所述目标对象的滑行方向之间夹角的角度;
    在所述目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整;
    在所述目标虚拟按键的按键状态为允许触控的状态的情况下,检测对所述目标虚拟按键执行的触控操作;
    响应所述触控操作,控制所述目标对象执行与所述目标虚拟按键匹配的目标操作。
  2. 根据权利要求1所述的方法,所述在所述目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整,包括:
    在所述目标角度达到所述触发阈值的情况下,在单位时间内将与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值;
    在所述累积能量值达到预设能量阈值的情况下,将所述目标虚拟按键的按键状态从非允许触控的状态,调整为所述允许触控的状态。
  3. 根据权利要求2所述的方法,所述在单位时间内将与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值之后,还包括:
    在所述累积能量值未达到所述预设能量阈值的情况下,保持所述目标虚拟按键的按键状态为非允许触控的状态,并继续检测所述能量槽中的能量值。
  4. 根据权利要求1所述的方法,所述检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,包括:
    获取对所述客户端所呈现的人机交互界面中的第一虚拟按键及第二虚拟按键执行长按操作所生成的第一操作指令,其中,所述第一虚拟按键用于调整所述目标对象的所述前进朝向,所述第二虚拟按键用于触发所述目标对象执行 所述目标动作;
    响应所述第一操作指令,控制所述目标对象执行所述目标动作,其中,所述目标动作包括:控制所述目标对象按照所述前进朝向为第一方向所执行的第一目标分动作,及控制所述目标对象按照所述前进朝向为第二方向所执行的第二目标分动作;
    检测所述目标对象在执行所述第一目标分动作及所述第二目标分动作的过程中所产生的所述目标角度。
  5. 根据权利要求4所述的方法,在所述检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度的过程中,还包括:
    在控制所述目标对象执行所述第一目标分动作的过程中,获取与所述第一目标分动作对应的第一动作参数值;
    按照与所述第一动作参数值相匹配的第二目标值,增加与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,所述第二目标值为在执行所述第一目标分动作时,单位时间内所述能量槽中增加的能量值;
    在控制所述目标对象执行所述第二目标分动作的过程中,获取与所述第二目标分动作对应的第二动作参数值;
    按照与所述第二动作参数值相匹配的第三目标值,增加与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,所述第三目标值为在执行所述第二目标分动作时,单位时间内所述能量槽中增加的能量值。
  6. 根据权利要求4所述的方法,在所述触发对目标虚拟按键的按键状态进行调整之前,还包括:
    检测所述目标对象从所述第一目标分动作切换至所述第二目标分动作的过程中产生的所述目标角度;
    在检测到所述目标角度小于等于0的情况下,确定所述目标角度达到所述触发阈值。
  7. 根据权利要求1至6中任一项所述的方法,所述控制所述目标对象执行与所述目标虚拟按键匹配的目标操作,包括:
    控制所述目标对象执行与所述目标虚拟按键匹配的特殊技能释放操作,并 将所述目标虚拟按键的按键状态调整为非允许触控的状态,其中,所述特殊技能用于辅助所述目标对象完成所述一局游戏。
  8. 根据权利要求7所述的方法,所述控制所述目标对象执行与所述目标虚拟按键匹配的特殊技能释放操作,包括:
    控制所述目标对象执行与所述目标虚拟按键匹配的加速操作。
  9. 一种对象控制装置,包括:
    第一检测单元,用于在一局游戏的运行过程中,检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度,其中,所述目标角度为所述目标对象的前进朝向和所述目标对象的滑行方向之间夹角的角度;
    触发单元,用于在所述目标角度达到触发阈值的情况下,触发对目标虚拟按键的按键状态进行调整;
    第二检测单元,用于在所述目标虚拟按键的按键状态为允许触控的状态的情况下,检测对所述目标虚拟按键执行的触控操作;
    控制单元,用于响应所述触控操作,控制所述目标对象执行与所述目标虚拟按键匹配的目标操作。
  10. 根据权利要求9所述的装置,所述触发单元包括:
    第一增加模块,用于在所述目标角度达到所述触发阈值的情况下,在单位时间内将与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值,其中,所述第一目标值根据所述能量槽的容量确定;
    调整模块,用于在所述累积能量值达到预设能量阈值的情况下,将所述目标虚拟按键的按键状态从非允许触控的状态,调整为所述允许触控的状态。
  11. 根据权利要求10所述的装置,还包括:
    处理模块,用于在所述在单位时间内将与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值增加第一目标值,得到累积能量值之后,在所述累积能量值未达到所述能量槽的容量总值的情况下,保持所述目标虚拟按键的按键状态为非允许触控的状态,并继续检测所述能量槽中的能量值。
  12. 根据权利要求9所述的装置,所述第一检测单元包括:
    第一获取模块,用于获取对所述客户端所呈现的人机交互界面中的第一虚拟按键及第二虚拟按键执行长按操作所生成的第一操作指令,其中,所述第一虚拟按键用于调整所述目标对象的所述前进朝向,所述第二虚拟按键用于触发所述目标对象执行所述目标动作;
    第一控制模块,用于响应所述第一操作指令,控制所述目标对象执行所述目标动作,其中,所述目标动作包括:控制所述目标对象按照所述前进朝向为第一方向所执行的第一目标分动作,及控制所述目标对象按照所述前进朝向为第二方向所执行的第二目标分动作;
    第一增加模块,用于检测所述目标对象在执行所述第一目标分动作及所述第二目标分动作的过程中所产生的所述目标角度。
  13. 根据权利要求12所述的装置,还包括:
    第二获取模块,用于在所述检测客户端所控制的目标对象在执行目标动作的过程中所产生的目标角度的过程中,在控制所述目标对象执行所述第一目标分动作的过程中,获取与所述第一目标分动作对应的第一动作参数值;
    第二增加模块,用于按照与所述第一动作参数值相匹配的第二目标值,增加与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,所述第二目标值为在执行所述第一目标分动作时,单位时间内所述能量槽中增加的能量值;
    第三获取模块,用于在控制所述目标对象执行所述第二目标分动作的过程中,获取与所述第二目标分动作对应的第二动作参数值;
    第三增加模块,用于按照与所述第二动作参数值相匹配的第三目标值,增加与所述目标虚拟按键所控制的游戏道具对应的能量槽中的能量值,其中,所述第三目标值为在执行所述第二目标分动作时,单位时间内所述能量槽中增加的能量值。
  14. 根据权利要求12所述的装置,还包括:
    第三检测单元,用于在所述触发对目标虚拟按键的按键状态进行调整之前,检测所述目标对象从所述第一目标分动作切换至所述第二目标分动作的过程中产生的所述目标角度;
    确定单元,用于在检测到所述目标角度小于等于0的情况下,确定所述目标角度达到所述触发阈值。
  15. 根据权利要求9至14中任一项所述的装置,其特征在于,所述控制单元包括:
    控制模块,用于控制所述目标对象执行与所述目标虚拟按键匹配的特殊技能释放操作,并将所述目标虚拟按键的按键状态调整为非允许触控的状态,其中,所述特殊技能用于辅助所述目标对象完成所述一局游戏。
  16. 根据权利要求15所述的装置,其特征在于,所述控制模块包括:
    控制子模块,用于控制所述目标对象执行与所述目标虚拟按键匹配的加速操作。
  17. 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8任一项中所述的方法。
  18. 一种电子装置,包括存储器和处理器,其特征在于,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至8任一项中所述的方法。
  19. 一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行权利要求1至8任意一项所述的方法。
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