WO2020224361A1 - 动作执行方法和装置、存储介质及电子装置 - Google Patents

动作执行方法和装置、存储介质及电子装置 Download PDF

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Publication number
WO2020224361A1
WO2020224361A1 PCT/CN2020/083097 CN2020083097W WO2020224361A1 WO 2020224361 A1 WO2020224361 A1 WO 2020224361A1 CN 2020083097 W CN2020083097 W CN 2020083097W WO 2020224361 A1 WO2020224361 A1 WO 2020224361A1
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WIPO (PCT)
Prior art keywords
target
target object
action
button
acceleration
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PCT/CN2020/083097
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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
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to SG11202105571WA priority Critical patent/SG11202105571WA/en
Priority to KR1020217025268A priority patent/KR102647820B1/ko
Priority to JP2021531788A priority patent/JP2022511837A/ja
Publication of WO2020224361A1 publication Critical patent/WO2020224361A1/zh
Priority to US17/332,872 priority patent/US11607610B2/en
Priority to US18/112,392 priority patent/US12029975B2/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
    • A63F13/40Processing 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
    • 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
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/50Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • 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
    • A63F2300/646Methods 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 for calculating the trajectory of an object
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying

Definitions

  • This application relates to the computer field, specifically, to action execution.
  • the above-mentioned target object is easily affected by the centrifugal force during the drift process, and has a tendency to slide out to the side of the curve, and finally even hits the wall out of control.
  • the time for the target object to complete the racing task is extended. That is to say, in the action execution method provided by the related technology, the operation skill requirements for the player to control the target object to perform the drift action are relatively high, which makes the player easy to make operation errors, which leads to the problem of high error rate in the execution of the above actions.
  • the embodiments of the present application provide an action execution method and device, a storage medium, and an electronic device, so as to at least solve the technical problem of high error rate in action execution in related technologies.
  • an action execution method is provided, which is applied to a data processing device.
  • the method includes: in the process of running a game, the target object controlled by the client completes a combination of actions Next, the button state of the first virtual button is set to a state that allows touch control, where the first virtual button is used to trigger an acceleration operation performed on the target object; and it is detected that the first virtual button is in the state where the touch is allowed.
  • a first touch operation performed by a virtual button in a case where the first touch operation is detected, the target object is controlled to perform the acceleration operation, and the target action for controlling the target object is detected within the target time period
  • the second touch operation performed by the control button wherein the target time period is less than or equal to the first time threshold; if the second touch operation is detected within the target time period, the target object is controlled to perform the acceleration Perform the above target actions during the operation.
  • an action execution device including: a setting unit, configured to perform a target action by a target object controlled by the client during a game running ,
  • the button state of the first virtual button is set to a state that allows touch control, where the first virtual button is used to trigger an acceleration operation performed on the target object;
  • the first detection unit is used to detect that the The first touch operation performed by the first virtual button in the state;
  • the second detection unit is used to control the target object to perform the acceleration operation when the first touch operation is detected, and at the target time
  • the second touch operation performed on the control button used to control the target object to perform the target action is detected within the segment, wherein the target time period is less than or equal to the first time threshold;
  • the first execution unit is used for the target time period When the second touch operation is detected, the target object is controlled to perform the target action during the acceleration operation.
  • a storage medium in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned action execution 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 Action execution method.
  • a computer program product including instructions, which when run on a computer, cause the computer to execute the above-mentioned action execution method.
  • the target object is controlled to perform the above-mentioned target action during the acceleration operation, so that the target object uses the speed generated by the acceleration operation to adjust the target object in the target action
  • the trajectory of the target object reduces the number of collisions of the target object during a game, thereby achieving the effect of reducing the error rate of action execution, thereby overcoming the problem of high error rate caused by the player's manual operation level in related technologies .
  • Fig. 1 is a schematic diagram of a hardware environment of an optional action execution method according to an embodiment of the present application
  • Fig. 2 is a flowchart of an optional action execution method according to an embodiment of the present application
  • Fig. 3 is a schematic diagram of an optional curve according to an embodiment of the present application.
  • FIG. 4 is a schematic diagram of a button state change of an optional first virtual button according to an embodiment of the present application
  • FIG. 5 is a schematic diagram of an optional process of controlling a target object to execute a target action according to an embodiment of the present application
  • Fig. 6 is a flowchart of another optional action execution method according to an embodiment of the present application.
  • Fig. 7 is a schematic diagram of an optional force exerted by a target object when performing a target action according to an embodiment of the present application
  • FIG. 8 is a schematic diagram of another optional target object performing a target action according to an embodiment of the present application.
  • FIG. 9 is a schematic diagram of an optional force exerted by a target object when performing a target action according to related technologies
  • FIG. 10 is a schematic structural diagram of an optional action execution device according to an embodiment of the present application.
  • Fig. 11 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
  • the embodiment of the present application provides an action execution method that can effectively solve the high error rate of action execution in the related technology.
  • the target object controlled by the client in the process of running a game, when the target object controlled by the client completes an action combination, first set the button state of the first virtual button In order to allow the touch state, the first touch operation performed on the first virtual button in the state where the touch is allowed is detected, so that when the first touch operation is detected, the target object is first controlled to perform the acceleration operation , And detect the second touch operation performed on the control button used to control the target object to perform the target action within the target time period, and then control the target object to execute the second touch operation when the second touch operation is detected within the target time period Execute the target action during the acceleration operation.
  • the first virtual button is used to trigger an acceleration operation performed on the target object; the target time period is less than or equal to the first time threshold.
  • the first touch operation used to trigger the acceleration operation on the target object is detected, and the control target is detected within the target time period.
  • the target object is controlled to perform the above-mentioned target action during the acceleration operation, so that the target object uses the speed generated by the acceleration operation to adjust the target
  • the trajectory in the action reduces the number of collisions of the target object during a game, so as to reduce the error rate of the action execution, thereby overcoming the high error rate caused by the player's manual operation level in related technologies The problem.
  • the action execution method provided in the embodiments of the present application can be applied to data processing devices, such as terminal devices, servers, etc.; wherein, the terminal devices can specifically be smart phones, computers, personal digital assistants (Personal Digital Assitant, PDA), and tablets. Computer, etc.; the server can be an application server or a web server. In actual deployment, the server can be an independent server, a cluster server or a cloud server.
  • the terminal device obtains each touch operation (for example, a combined action, etc.) of the user on the client, and executes the action execution method provided in the embodiment of the present application.
  • the action execution method provided in the embodiment of the present application is executed by the server, the server obtains each touch operation of the user on the client terminal uploaded by the terminal device, and executes the action execution method provided in the embodiment of the present application.
  • the server executes the process of controlling the target object to perform the target action during the acceleration operation. Specifically, the server itself directly controls the target object to perform the target action during the acceleration operation; or, the server first A control instruction for controlling the target object to perform the target action during the acceleration operation is generated and sent to the terminal device, and then the terminal device controls the target object to perform the target action during the acceleration operation based on the control instruction. In the same way, the server executes the process of setting the button state of the first virtual button to a state that allows touch.
  • the server itself directly sets the button state of the first virtual button to a state that allows touch, or first
  • the server generates a state change instruction for setting the button state of the first virtual button to a state that allows touch, and sends it to the terminal device, and then the terminal device sets the button state of the first virtual button to be based on the state change instruction Allow touch state.
  • the action execution method provided in the embodiments of the present application is applied to the user equipment (that is, the terminal device) of the client terminal installed with the game application shown in FIG. 1 as an example.
  • the application scenarios to which the action execution method provided in the embodiments are applicable are exemplarily introduced.
  • the foregoing action execution method can be, but is not limited to, applied to the hardware environment as shown in FIG. 1.
  • 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 execute the corresponding action.
  • 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 sets the button state of the first virtual button 110 displayed on the human-computer interaction screen 104 to allow touch when the target object controlled by the client completes an action combination.
  • the processor 106 detects the first touch operation performed on the first virtual button in the state where the touch is allowed.
  • steps S104 and S106 when the aforementioned first touch operation is detected, the target object is controlled to perform an acceleration operation, and the execution of the control button 112 for controlling the target object to perform the target action is detected within the target time period.
  • the second touch operation If the second touch operation is detected within the target time period, the target object is controlled to perform the target action during the acceleration operation.
  • the target action performed by the target object is presented on the human-computer interaction screen 104.
  • the button in the running process of a game, when the target object controlled by the client completes an action combination, the button will be used to trigger the first virtual button to perform the acceleration operation on the target object.
  • the state is set to allow touch.
  • the first touch operation performed on the first virtual button is detected.
  • the target object is controlled to perform an acceleration operation
  • the second touch operation performed on the control button for controlling the target object to perform the target action is detected within the target time period.
  • the target object is controlled to perform the target action during the acceleration operation, so that the target object uses the speed generated by the acceleration operation to adjust the target action In the trajectory, reduce the number of collisions of the target object during a game, thereby achieving the effect of reducing the error rate of action execution, and then overcoming the high error rate caused by the player's manual operation level in related technologies problem.
  • the above-mentioned 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.
  • a mobile phone a tablet computer
  • a notebook computer a PC
  • other terminal devices that support running application clients.
  • the foregoing is only an example, and there is no limitation on this in this embodiment.
  • the foregoing action execution method includes:
  • the button state of the first virtual button is set to a state that allows touch, where the first virtual button is used To trigger an acceleration operation performed on the target object.
  • S204 Detect a first touch operation performed on the first virtual button in a state where the touch is allowed.
  • S206 In the case of detecting the first touch operation, control the target object to perform an acceleration operation, and detect a second touch operation performed on the control button used to control the target object to perform the target action within the target time period, where: The target time period is less than or equal to the first time threshold.
  • the above-mentioned action execution method can be but not limited to be applied to the running process of a game.
  • the target object controlled by the client When the target object controlled by the client completes an action combination, it will be used to trigger the target
  • the key state adjustment of the first virtual key on which the object performs the acceleration operation is set to a state that allows touch. Then the speed generated by the target object during the acceleration operation is used to automatically adjust the trajectory of the target object performing the target action to reduce the number of target object collisions, thereby reducing the error rate of the target object performing the target action.
  • 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. .
  • the target object is controlled to use The drifting action is performed at the increased speed after the acceleration operation, so that the action trajectory formed by the target object during the drifting action is more biased toward the forward direction of the target object, and the number of collisions of the target object in the racing track is reduced.
  • the first touch operation for triggering the acceleration operation on the target object is detected, and it is detected that the first touch operation is used to control the target object within the target time period.
  • the target object is controlled to perform the above-mentioned target action during the acceleration operation, so that the target object uses the speed generated by the acceleration operation to adjust the target object in the target action In the trajectory, reduce the number of collisions of the target object during a game, thereby achieving the effect of reducing the error rate of action execution, and then overcoming the high error rate caused by the player's manual operation level in related technologies problem.
  • the aforementioned combination of actions may include, but is not limited to, at least two actions to be performed by the target object when passing a curve set in a racing track.
  • the curve may include but is not limited to an S-shaped curve
  • the corresponding action combination may include, but is not limited to, a two-way drift action.
  • the combination of actions to be performed by the target object may include, but is not limited to, a left drift action and a right drift action.
  • the above-mentioned target action may include, but is not limited to, the drift action to be performed by the target object when passing through a curve set in a racing track, that is, the above-mentioned target action may include, but is not limited to, the above-mentioned combination of actions.
  • One of the actions such as drifting to the left, or drifting to the right.
  • the above-mentioned first virtual button may be, but not limited to, used to trigger an acceleration operation performed on the target object.
  • the key state of the first virtual key may include, but is not limited to: a state that allows touch control and a state that does not allow touch control.
  • the first virtual button will correspondingly adjust the button state of the first virtual button presented on the human-computer interaction interface, such as never allowing touch The status of is adjusted to allow touch.
  • the first virtual button takes the "accelerator key" as an example, as shown in FIG. 4, the accelerator key 402 in the non-touch allowed state appears as a hollow circle (as shown in (a) in FIG. 4), and touch is not acceptable Operation; and the accelerator key 404 in the touch state is allowed to present the corresponding icon (the flame shown in (b) in FIG. 4), and the touch operation can be accepted.
  • the target object after detecting a first touch operation performed on the first virtual button in a state where touch is allowed, control the target object to perform an acceleration operation in response to the first touch operation, and The second touch operation is detected in the target time period to determine whether to control the target object to perform the target action during the acceleration operation.
  • the speed bonus effect generated by the acceleration operation can be used to interfere with the target action to be performed by the target object, so that the target object's motion trajectory is more biased toward the target object's forward direction rather than the sliding direction, so as to reduce the target object's execution
  • the centrifugal force in the process of the target action reduces the number of collisions of the target object due to sliding, and reduces the error rate of the target object in performing the target action.
  • the above-mentioned target time period is less than or equal to the first time threshold, and the first time threshold may be but not limited to be set to different values according to different real-time requirements.
  • the second touch operation is detected within the target time period to ensure that the time difference between the two touch operations is as small as possible to ensure that the acceleration operation and the target Actions can be executed simultaneously as much as possible.
  • the target object controlled by the client performs a combination of actions.
  • the virtual object 502 first performs a leftward drifting action, and then performs a rightward drifting action.
  • the key state of the first virtual key is the accelerator key 402 in the non-touch allowed state shown in (a) and (b) of FIG. 5.
  • the button state of the first virtual button is adjusted to a state that allows touch, as shown in the figure, acceleration in the touch state is allowed Key 404. Further, in the case of detecting that the first touch operation is performed on the accelerator key 404 in the touch-enabled state, as shown in (d) of FIG. 5, it is detected in the target time period that the pair is used to control the virtual
  • the virtual object 502 is controlled to perform a leftward drifting action while accelerating, so that the virtual object 502 is drifting to the left.
  • the action trajectory can be adjusted to deviate in the forward direction, so as to reduce the influence of centrifugal force, avoid the collision of the virtual object 502 with the boundary of the track, and achieve the purpose of reducing the error rate.
  • the target object (the virtual object 502 shown in FIG. 5) is controlled by the client to first perform a rightward drifting action, and then the target object is controlled to perform a leftward drifting action.
  • Step S606 is executed after the target object completes the action combination of the above two drifting actions, and the first virtual button (accelerator key shown in FIG. 5) is adjusted from the accelerator key 402 in the non-touch allowed state to the one in the touch allowed state. Accelerator 404.
  • steps S608-S612 are executed, which are specifically: detecting whether the first touch operation is performed on the first virtual button; if the first touch operation is detected, the target object is controlled to perform the acceleration operation, and the detection is performed within the target time period Whether to perform a second touch operation on the control button; if the above-mentioned second touch operation is detected, the target object is controlled to perform a target action (such as a leftward drifting action or a rightward drifting action) during the acceleration operation.
  • a target action such as a leftward drifting action or a rightward drifting action
  • the button in the running process of a game, when the target object controlled by the client completes a combination of actions, the button will be used to trigger the first virtual button to perform the acceleration operation on the target object
  • the state is set to allow touch.
  • the first touch operation performed on the first virtual button is detected.
  • the target object is controlled to perform an acceleration operation
  • the second touch operation performed on the control button for controlling the target object to perform the target action is detected within the target time period.
  • the target object is controlled to perform the target action during the acceleration operation, so that the target object uses the speed generated by the acceleration operation to adjust the target action In the trajectory, reduce the number of collisions of the target object during a game, thereby achieving the effect of reducing the error rate of action execution, and then overcoming the high error rate caused by the player's manual operation level in related technologies problem. Furthermore, in the case of reducing the number of collisions, the time for the target object to participate in a game will be further shortened, and the winning rate of the target object will be improved.
  • controlling the target object to perform the target action during the acceleration operation may specifically include S1-S3:
  • the power received by the target object when performing the acceleration operation is used as the action force when performing the target motion.
  • S3 Determine the target action trajectory when the target object executes the target action according to the actual speed vector, where the number of collisions generated when the target object executes the target action according to the target action trajectory is less than the target threshold.
  • the above-mentioned target object receives at least the following two forces during the running of a game: the power to drive the target object forward, and the friction force generated by the interaction with the racing surface.
  • the power generated by the aforementioned acceleration operation for driving the target object forward will be the action force of the target object.
  • the friction generated by the target object during the execution of the target action will drive the target object to slide to the side of the track.
  • the target object is a virtual vehicle participating in a round of racing game as an example.
  • the virtual vehicle performs a rightward drifting action during the acceleration operation.
  • the power received during the aforementioned acceleration operation can be used as the drift power 702 for performing a rightward drift action as shown in FIG. 7.
  • the aforementioned friction force may be the friction force 704 shown in FIG. 7, which will cause the virtual vehicle to generate a centrifugal speed vector for sliding to the left side of the track.
  • step S2 uses the action force to determine the actual speed vector when the target object performs the target action, which may specifically include S21-S22:
  • S21 Determine the forward speed vector when the target object performs the target action according to the action force, wherein the forward speed vector when the target object performs the target action is greater than the forward speed vector of the target object in the completed target action.
  • S22 Determine the actual speed vector when the target object performs the target action according to the forward speed vector when the target object performs the target action and the centrifugal speed vector generated when the target object performs the target action, wherein the actual speed when the target object performs the target action
  • the angle between the direction of the vector and the direction of the forward speed vector when the target object performs the target action is smaller than the first angle threshold.
  • first angle threshold may be but not limited to be set to different values according to different scenarios.
  • the aforementioned first angle threshold may be, but is not limited to, the angle between the actual speed vector and the forward speed vector when the target object directly performs the target action before the acceleration operation is performed.
  • the target object is a virtual vehicle participating in a racing game as an example.
  • the virtual vehicle performs a rightward drifting action during the acceleration operation.
  • the power received during the aforementioned acceleration operation will be used as the action force (such as rightward drifting power) to determine that the virtual vehicle is drifting rightward.
  • the forward speed vector (the forward speed vector 802 shown in FIG. 8), the friction generated during the running of the virtual vehicle, will be used to determine the centrifugal speed vector of the virtual vehicle (the centrifugal speed vector 804 shown in FIG. 8).
  • the forward speed vector 802 and the centrifugal speed vector 804 are used to perform vector calculations to obtain the actual speed vector of the virtual vehicle (the actual speed vector 806 shown in Figure 8), where the actual speed vector 806 and the forward speed vector 806
  • the angle ⁇ of the angle between the velocity vectors 802 is smaller than the first angle threshold.
  • the actual speed vector 906 can be determined by performing vector calculation according to the forward speed vector 902 and the centrifugal speed vector 904.
  • the angle between the actual speed vector 906 and the forward speed vector 902 is ⁇ .
  • the forward speed vector 802 shown in FIG. 8 is greater than the forward speed vector 902 shown in FIG. 9.
  • the angle ⁇ is smaller than the angle ⁇ . It is possible but not limited to assume that the first angle threshold is the angle ⁇ .
  • the power received by the target object when performing the acceleration operation is used as the action force when the target object performs the target action, so as to realize the use of the action force to adjust the action when the target object performs the target action.
  • Trajectory so as to achieve the optimal control of the target object's action trajectory, reduce the number of collisions caused by the influence of friction, and thereby reduce the execution error rate when the target object performs the target action.
  • controlling the target object to perform an acceleration operation may specifically include S31-S33:
  • S33 Control the target object to perform an acceleration operation according to the target acceleration.
  • the number of times the first virtual button is touched in a game may include, but is not limited to, greater than one.
  • the target acceleration corresponding to the acceleration operation can also be adjusted but not limited to increase accordingly.
  • the target acceleration can be but not limited to determining the corresponding adjustment ratio according to the number of times.
  • step S32 obtaining a target acceleration matching the number of times, may specifically include S41-S43:
  • S42 Adjust and increase the forward acceleration of the target object according to the target proportion to obtain the updated forward acceleration.
  • the above-mentioned acquisition of the target ratio matching the number of times may include but is not limited to one of the following:
  • the above target ratio matching the number of times may also include but not limited to other configuration methods. This embodiment China does not make any restrictions on this.
  • the acceleration effect of the acceleration operation is adjusted accordingly, so that the target object can complete a game faster and more efficiently, and shorten the target object’s participation time , Improve the winning rate of the target object.
  • the aforementioned control button (that is, the control button used to control the target object to perform the target action) includes a first control button and a second control button, wherein the first control button is used to adjust the target object's In the forward direction, the second control button is used to trigger the target object to perform the target action; moreover, before the button state of the first virtual button is set to the state that allows touch, the action execution method provided in the embodiment of the present application further includes S210 and S212 :
  • S210 Obtain an operation instruction generated by performing a long press operation on the first control button and the second control button in the human-machine interaction interface presented by the client.
  • control the target object In response to the operation instruction, control the target object to perform a combination of actions, where the combination of actions includes: a first action performed by the control target object in a first direction according to the forward direction, and a first action performed by the control target object in a second direction according to the forward direction The second action.
  • the above-mentioned first control key may be but not limited to a direction key, including a left direction key and a right direction key.
  • the above-mentioned second control button may be, but is not limited to, a drift button that triggers a drift action.
  • an operation instruction is generated.
  • the operation instruction is used to instruct the target object to perform a combination of actions.
  • the combination of actions includes: controlling the target object to be the first in the forward direction The first action performed by the direction, and the second action performed by the control target object in the second direction according to the forward direction, such as a leftward drifting action and a rightward drifting action.
  • the button state of the first virtual button before the button state of the first virtual button is set to the state that allows touch control, it is first detected whether the target object has completed the execution of the action combination.
  • the combination of actions determine the adjustment of the button state of the first virtual button, so as to use the accelerated operation triggered by the first virtual button to intervene in the target action performed by the target object, so as to achieve the goal of optimizing the target object's execution
  • the action trajectory of the action shortens the time of participating in a game and improves the winning rate of the target object in a game.
  • the button state of the first virtual button is set to a state that allows touch control, which may specifically include S51-S52:
  • S51 Detect a target angle generated during the process of switching the target object from the first action to the second action, where the target angle is an angle between the advancing direction of the target object and the sliding direction of the target object.
  • the target object controlled by the client (the virtual object 502 as shown in the figure) is executing Combination of actions.
  • the drift angle generated by the virtual object 502 when performing the first action is a positive angle, such as the forward direction of the target object (such as the direction of the forward speed vector of the virtual vehicle) and the sliding direction (such as the virtual vehicle).
  • the angle between the direction of the actual speed vector + ⁇ , and the drift angle generated when the target object performs the second action is a negative angle, such as the forward direction of the target object (such as a virtual vehicle
  • the angle between the direction of the forward speed vector) and the sliding direction (such as the direction of the actual speed vector of the virtual vehicle) - ⁇ .
  • ⁇ and ⁇ can be any angle, and ⁇ and ⁇ can be the same or different.
  • the target angle also known as the drift angle
  • the target angle will gradually decrease from the positive angle to 0, and then continue from 0 Reduce to a negative angle.
  • the second angle threshold is pre-configured to be 40 °
  • the human-computer interaction interface presented by the client can be as shown in (b) and (c) in Figure 5, from the accelerator key 402 (presented as a hollow circle) in the non-allowable touch state, correspondingly adjusted to allow The accelerator key 404 in the touch state (showing a corresponding icon (flame as shown)).
  • the automatic adjustment of the button state of the first virtual button is controlled to trigger the automatic adjustment of the first virtual button by detecting the target angle, so as to simplify the adjustment operation of the button state and improve the operation efficiency, thereby simplifying the action execution operation and improving the action execution efficiency .
  • an action execution device for implementing the above action execution method. It should be noted that since the action execution device provided by the embodiment of the application corresponds to the above-mentioned action execution method, for the sake of brevity, the technical details of the action execution device will not be repeated. For the technical details of the action execution device, please refer to Related content in the action execution method above.
  • the action execution device includes:
  • the setting unit 1002 is used to set the button state of the first virtual button to a state that allows touch when the target object controlled by the client completes a target action during a game of running a game.
  • a virtual button is used to trigger an acceleration operation performed on the target object;
  • the first detection unit 1004 is configured to detect a first touch operation performed on the first virtual button in a state where touch is allowed;
  • the second detection unit 1006 is configured to control the target object to perform an acceleration operation when the first touch operation is detected, and detect the second execution of the control button used to control the target object to perform the target action within the target time period Touch operation, wherein the target time period is less than or equal to the first time threshold;
  • the first execution unit 1008 is configured to control the target object to execute the target action during the acceleration operation when the second touch operation is detected within the target time period.
  • the target object controlled by the client in the running process of a game, when the target object controlled by the client completes an action combination, it will be used to trigger the first virtual object that performs acceleration operations on the target object.
  • the button state of the button is set to allow touch. Then, the first touch operation performed on the first virtual button is detected.
  • the target object is controlled to perform an acceleration operation, and the second touch operation performed on the control button for controlling the target object to perform the target action is detected within the target time period.
  • the target object is controlled to perform the target action during the acceleration operation, so that the target object uses the speed generated by the acceleration operation to adjust the target action In the trajectory, reduce the number of collisions of the target object during a game, thereby achieving the effect of reducing the error rate of action execution, and then overcoming the high error rate caused by the player's manual operation level in related technologies problem. Furthermore, in the case of reducing the number of collisions, the time for the target object to participate in a game will be further shortened, and the winning rate of the target object will be improved.
  • the first execution unit 1008 may specifically include:
  • the first determining module is used to use the power received by the target object when performing the acceleration operation as the action force when performing the target action;
  • the second determining module is used to determine the actual speed vector when the target object performs the target action by using the action force
  • the third determining module is used to determine the target motion trajectory when the target object performs the target motion according to the actual speed vector, wherein the number of collisions generated when the target object performs the target motion according to the target motion trajectory is less than the target threshold.
  • the foregoing second determining module may specifically include:
  • the first determining sub-module is used to determine the forward speed vector of the target object when performing the target action according to the action force, wherein the forward speed vector when the target object performs the target action is larger than the target object's forward movement in the completed target action The size of the velocity vector;
  • the second determining sub-module is used to determine the actual speed vector of the target object when the target object performs the target action according to the forward speed vector when the target object performs the target action and the centrifugal speed vector generated when the target object performs the target action.
  • the angle between the direction of the actual speed vector during the target action and the direction of the forward speed vector when the target object performs the target action is smaller than the first angle threshold.
  • the power received by the target object when performing the acceleration operation is used as the action force when the target object performs the target action, so as to realize the use of the action force to adjust the target action when the target object performs the target action.
  • the action trajectory of the target object is optimized to control the action trajectory of the target object, and the number of collisions caused by the influence of friction is reduced, thereby reducing the execution error rate when the target object performs the target action.
  • the second detection unit 1006 may specifically include:
  • a fourth determining module configured to determine the number of times the first virtual button has been touched in the game in the current game when the first touch operation is detected;
  • the acquisition module is used to acquire the target acceleration matching the number of times, where the greater the number, the greater the target acceleration;
  • the control module is used to control the target object to perform an acceleration operation according to the target acceleration.
  • the number of times the first virtual button is touched in a game may include, but is not limited to, greater than one.
  • the target acceleration corresponding to the acceleration operation can also be adjusted but not limited to increase accordingly.
  • the target acceleration can be but not limited to determining the corresponding adjustment ratio according to the number of times.
  • the foregoing acquisition module may specifically include:
  • the acquisition sub-module is used to acquire the target proportion matching the number of times;
  • the adjustment sub-module is used to adjust and increase the forward acceleration of the target object according to the target proportion to obtain the updated forward acceleration
  • the third determining sub-module is used to use the updated forward acceleration as the target acceleration.
  • the above-mentioned acquisition sub-module may be specifically used to find the target ratio configured for the current times from the pre-established mapping relationship.
  • the target proportions corresponding to different times may have but not limited to not have an association relationship.
  • the above-mentioned obtaining sub-module may be specifically used to calculate the corresponding target ratio according to the current number of times.
  • the target proportions corresponding to different times may have but not limited to have an association relationship.
  • the above target ratio matching the number of times may also include but not limited to other configuration methods. This embodiment China does not make any restrictions on this.
  • the acceleration effect of the acceleration operation is adjusted accordingly, so that the target object can complete a game faster and more efficiently, and shorten the target Object participation time increases the winning rate of the target object.
  • control button includes a first control button and a second control button, wherein the first control button is used to adjust the forward direction of the target object, and the second control button is used to trigger the target object to perform the target action; and ,
  • the action execution device further includes:
  • the obtaining unit is used to obtain the long-press operation on the first control button and the second control button in the human-computer interaction interface presented by the client before the button state of the first virtual button is set to the state that allows touch
  • the generated operation instruction wherein the first control button is used to adjust the forward direction of the target object, the second control button is used to trigger the target object to perform the target action, and the control button includes a first control button and a second control button;
  • the second execution unit is used to control the target object to perform a combination of actions in response to an operation instruction, wherein the combination of actions includes: controlling the target object to execute a first target action in the first direction according to the forward direction, and controlling the target object to perform according to the forward direction as a first target action The second target action executed in the second direction.
  • the button state of the first virtual button before the button state of the first virtual button is set to the state that allows touch control, it is first detected whether the target object has completed the execution of the action combination.
  • the action combination determines the adjustment of the button state of the first virtual button, so as to use the acceleration operation triggered by the first virtual button to intervene the target action performed by the target object, so as to achieve the goal of optimizing the target object execution
  • the action trajectory of the action shortens the time of participating in a game and improves the winning rate of the target object in a game.
  • the setting unit 1002 may specifically include:
  • the detection module is used to detect the target angle generated when the target object is switched from the first target action to the second target action, where the target angle is the angle between the forward direction of the target object and the sliding direction of the target object ;
  • the setting module determines to adjust the button state of the first virtual button from a state where touch is not allowed to a state where touch is allowed when the target angle is less than or equal to the second angle threshold.
  • the automatic adjustment of the button state of the first virtual button is controlled to trigger the automatic adjustment of the first virtual button by detecting the target angle, so as to simplify the adjustment operation of the button state and improve the operation efficiency, thereby simplifying the action execution operation and improving Action execution efficiency.
  • the electronic device for implementing the foregoing action execution method.
  • the electronic device includes a memory 1102 and a processor 1104.
  • the memory 1102 stores a computer
  • the processor 1104 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:
  • the button state of the first virtual button is set to a state that allows touch, where the first virtual button is used to trigger Accelerated operations performed on the target object;
  • the target object When the first touch operation is detected, the target object is controlled to perform the acceleration operation, and the second touch operation performed on the control button used to control the target object to perform the target action is detected within the target time period, where the target time The segment is less than or equal to the first time threshold;
  • the target object is controlled to perform the target action during the acceleration operation.
  • the structure shown in FIG. 11 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. 11 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. 11, or have a different configuration from that shown in FIG.
  • the memory 1102 can be used to store software programs and modules, such as the program instructions/modules corresponding to the action execution method and device in the embodiments of the present application.
  • the processor 1104 executes the software programs and modules stored in the memory 1102 by running the software programs and modules. This kind of functional application and data processing realize the above-mentioned action execution method.
  • the memory 1102 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 memory 1102 may further include a memory remotely provided with respect to the processor 1104, and these remote memories may be connected to the terminal through a network.
  • the memory 1102 may specifically, but is not limited to, storing information such as related control information or operation instructions of the target object.
  • the memory 1102 may, but is not limited to, include the setting unit 1002, the first detection unit 1004, the second detection unit 1006, and the first execution unit 1008 in the above action execution device.
  • it may also include, but is not limited to, other module units in the above-mentioned action execution device, which will not be repeated in this example.
  • the aforementioned transmission device 1106 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 1106 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 1106 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 1108 for displaying the target object and the target action performed by the target object; and a connection bus 1110 for connecting each module component 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 foregoing storage medium may be configured to store a computer program for executing the following steps:
  • the button state of the first virtual button is set to a state that allows touch, where the first virtual button is used to trigger Accelerated operations performed on the target object;
  • the target object When the first touch operation is detected, the target object is controlled to perform the acceleration operation, and the second touch operation performed on the control button used to control the target object to perform the target action is detected within the target time period, where the target time The segment is less than or equal to the first time threshold;
  • the target object is controlled to perform the target action during the acceleration operation.
  • 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.
  • 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 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 enable one or more computer devices (which may be personal computers, servers, or network devices, etc.) to 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

一种动作执行方法和装置、存储介质及电子装置,其中,该方法包括:在运行一局游戏的过程中,在客户端所控制的目标对象完成一次的工作组合的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,第一虚拟按键的按键状态设置为允许触控的状态,第一虚拟按键用于触发对目标对象执行的加速操作(S202);检测对处于允许触控的状态下的第一虚拟按键执行的第一触控操作(S204);在检测到第一触控操作的情况下,控制目标对象执行加速操作,并在目标段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作(S206);在目标时间段内检测到第二触控操作的情况下,控制目标对象在执行酵素操作的过程中执行目标动作(S208),解决了相关技术中存在的动作执行的失误率较高的技术问题。

Description

动作执行方法和装置、存储介质及电子装置
本申请要求于2019年05月05日提交中国专利局、申请号为201910368919.9、申请名称为“动作执行方法和装置、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,涉及动作执行。
背景技术
目前在竞速类游戏应用的游戏场景中,常常会为玩家设计不同的竞速赛道,竞速赛道中又会包括不同转弯角度的弯道。为了缩短玩家所控制的目标对象行驶通过弯道的时间,玩家往往会通过人机交互界面中设置的控制按钮,控制该目标对象在通过上述弯道时执行漂移动作。
然而,由于玩家手动控制目标对象执行漂移动作的操作水平不同,使得上述目标对象很容易在漂移过程中受到离心力的影响,而出现向弯道的一侧滑出的趋势,最后甚至失控撞墙,从而使得目标对象完成竞速任务的时间被延长。也就是说,在相关技术提供的动作执行方法中,对玩家控制目标对象执行漂移动作的操作技能要求比较高,使得玩家很容易出现操作失误,从而导致上述动作的执行失误率较高的问题。
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动作执行方法和装置、存储介质及电子装置,以至少解决相关技术中存在的动作执行的失误率较高的技术问题。
根据本申请实施例的一个方面,提供了一种动作执行方法,应用于数据处理设备,该方法包括:在运行一局游戏的过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,上述第一虚拟按键用于触发对上述目标对象执行的加速操作;检测对处于上述允许触控的状态下的上述第一虚拟按键执行的第一触控操作;在检 测到上述第一触控操作的情况下,控制上述目标对象执行上述加速操作,并在目标时间段内检测对用于控制上述目标对象执行目标动作的控制按键执行的第二触控操作,其中,上述目标时间段小于等于第一时间阈值;在上述目标时间段内检测到上述第二触控操作的情况下,控制上述目标对象在执行上述加速操作的过程中执行上述目标动作。
根据本申请实施例的另一方面,还提供了一种动作执行装置,包括:设置单元,用于在运行一局游戏的过程中,在客户端所控制的目标对象完成一次目标动作的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,上述第一虚拟按键用于触发对上述目标对象执行的加速操作;第一检测单元,用于检测对处于上述允许触控的状态下的上述第一虚拟按键执行的第一触控操作;第二检测单元,用于在检测到上述第一触控操作的情况下,控制上述目标对象执行上述加速操作,并在目标时间段内检测对用于控制上述目标对象执行目标动作的控制按键执行的第二触控操作,其中,上述目标时间段小于等于第一时间阈值;第一执行单元,用于在上述目标时间段内检测到上述第二触控操作的情况下,控制上述目标对象在执行上述加速操作的过程中执行上述目标动作。
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动作执行方法。
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动作执行方法。
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动作执行方法。
在本申请实施例中,在一局游戏的运行过程中,在检测到用于触发对目标对象执行加速操作的第一触控操作,且在目标时间段内检测到对用于控制目标对象执行目标动作的控制按键执行的第二触控操作的情况下,控制该目标对象在执行加速操作的过程中执行上述目标动作,以使目标对象利用加速操作产生的速度,调整目标对象在目标动作中的轨迹,减少目标对象在一局游戏的过程中产生碰撞的次数,从而达到降低动作执行的失误率的效果,进而克服相关技 术中由于玩家手动操作水平的影响所导致的失误率较高的问题。
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动作执行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动作执行方法的流程图;
图3是根据本申请实施例的一种可选的弯道示意图;
图4是根据本申请实施例的一种可选的第一虚拟按键的按键状态变化示意图;
图5是根据本申请实施例的一种可选的控制目标对象执行目标动作的过程示意图;
图6是根据本申请实施例的另一种可选的动作执行方法的流程图;
图7是根据本申请实施例的一种可选的目标对象执行目标动作时的受力示意图;
图8是根据本申请实施例的另一种可选的目标对象执行目标动作时的受力示意图;
图9是根据相关技术提供的一种可选的目标对象执行目标动作时的受力示意图;
图10是根据本申请实施例的一种可选的动作执行装置的结构示意图;
图11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。
针对背景技术部分中的相关技术中存在的动作执行的失误率较高的技术问题,本申请实施例提供了一种动作执行方法,能够有效地解决相关技术中存在的动作执行的失误率较高的技术问题。
具体地,在本申请实施例提供的动作执行方法中,在运行一局游戏的过程中,在客户端所控制的目标对象完成一次动作组合的情况下,先将第一虚拟按键的按键状态设置为允许触控的状态,再检测对处于允许触控的状态下的第一虚拟按键执行的第一触控操作,以便在检测到第一触控操作的情况下,先控制目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作,再在目标时间段内检测到第二触控操作的情况下,控制目标对象在执行加速操作的过程中执行目标动作。其中,该第一虚拟按键用于触发对目标对象执行的加速操作;目标时间段小于等于第一时间阈值。
可见,在本申请实施例中,在一局游戏的运行过程中,在检测到用于触发对目标对象执行加速操作的第一触控操作,且在目标时间段内检测到对用于控制目标对象执行目标动作的控制按键执行的第二触控操作的情况下,控制该目标对象在执行加速操作的过程中执行上述目标动作,以使目标对象利用加速操作产生的速度,调整目标对象在目标动作中的轨迹,减少目标对象在一局游戏的过程中产生碰撞的次数,从而达到降低动作执行的失误率的效果,进而克服相关技术中由于玩家手动操作水平的影响所导致的失误率较高的问题。
应理解,本申请实施例提供的动作执行方法可以应用于数据处理设备,如终端设备、服务器等;其中,终端设备具体可以为智能手机、计算机、个人数字助理(Personal Digital Assitant,PDA)、平板电脑等;服务器具体可以为应用服务器,也可以为Web服务器,在实际部署时,该服务器可以为独立服务器,也可以为集群服务器或者云服务器。
若本申请实施例提供的动作执行方法由终端设备执行时,则终端设备获取用户在客户端的各触控操作(例如,组合动作等),并执行本申请实施例提供的动作执行方法。若本申请实施例提供的动作执行方法由服务器执行时,则服务器获取终端设备上传的用户在客户端的各触控操作,并执行本申请实施例提供的动作执行方法。
需要说明的是,服务器执行控制目标对象在执行加速操作的过程中执行目标动作的过程,具体可以为:由服务器本身直接控制目标对象在执行加速操作的过程中执行目标动作;或者,先由服务器生成用于控制目标对象在执行加速操作的过程中执行目标动作的控制指令,并发送给终端设备,再由终端设备基于该控制指令控制目标对象在执行加速操作的过程中执行目标动作。同理,服务器执行将第一虚拟按键的按键状态设置为允许触控的状态的过程,具体可以为:由服务器本身直接将第一虚拟按键的按键状态设置为允许触控的状态,或者,先由服务器生成用于将第一虚拟按键的按键状态设置为允许触控的状态的状态更改指令,并发送给终端设备,再由终端设备基于该状态更改指令将第一虚拟按键的按键状态设置为允许触控的状态。
为了便于理解本申请实施例提供的技术方案,下面对本申请实施例提供的动作执行方法应用于图1所示的安装有游戏应用的客户端的用户设备(也就是,终端设备)为例,对本申请实施例提供的动作执行方法适用的应用场景进行示例性介绍。
作为一种可选的实施方式,上述动作执行方法可以但不限于应用于如图1所示的硬件环境中。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。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。
用户设备102在一局游戏的运行过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将人机交互屏幕104中所显示的第一虚拟按键110的按键状态设置为允许触控的状态。如步骤S102,处理器106检测对上述处于允许触控的状态下的第一虚拟按键执行的第一触控操作。然后,如步骤S104和S106,在检测到上述第一触控操作的情况下,控制目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键112执行的第二触控操作。在目标时间段内检测到上述第二触控操作的情况下,控制目标对象在执行上述加速操作的过程中执行目标动作。如步骤S108,在人机交互屏幕104中呈现目标对象执行的目标动作。
可见,在本实施例中,在一局游戏的运行过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将用于触发对目标对象执行加速操作的第一虚拟按键的按键状态设置为允许触控的状态。然后,检测对该第一虚拟按键执行的第一触控操作。在检测到该第一触控操作的情况下,控制上述目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作。在目标时间段内检测到上述第二触控操作的情况下,控制该目标对象在执行加速操作的过程中执行上述目标动作,以使目标对象利用加速操作产生的速度,调整目标对象在目标动作中的轨迹,减少目标对象在一局游戏的过程中产生碰撞的次数,从而达到降低动作执行的失误率的效果,进而克服相关技术中由于玩家手动操作水平的影响所导致的失误率较高的问题。
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2所示,上述动作执行方法包括:
S202,在运行一局游戏的过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,第一虚拟按键用于触发对目标对象执行的加速操作。
S204,检测对处于允许触控的状态下的第一虚拟按键执行的第一触控操作。
S206,在检测到第一触控操作的情况下,控制目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作,其中,目标时间段小于等于第一时间阈值。
S208,在目标时间段内检测到第二触控操作的情况下,控制目标对象在执行加速操作的过程中执行目标动作。
可选地,在本实施例中,上述动作执行方法可以但不限于应用于一局游戏的运行过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将用于触发对目标对象执行加速操作的第一虚拟按键的按键状态调整设置为允许触控的状态。然后利用目标对象在执行加速操作的过程中产生的速度,来自动调整目标对象执行目标动作的动作轨迹,以减少目标对象碰撞的次数,从而达到降低目标对象执行目标动作的失误率。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。在控制目标对象在竞速赛道中运行一局游戏任务的过程中,若检测到对目标对象执行加速操作,且目标时间段内检测到控制目标对象执行漂移动作的情况下,则控制目标对象利用加速操作后提高的速度来执行漂移动作,使得目标对象在执行漂移动作的过程中形成的动作轨迹更偏向目标对象的前进方向,减少目标对象在竞速赛道中的碰撞次数。本实施例中对此不作任何限定。
可见,在本实施例中,在一局游戏的运行过程中,在检测到用于触发对目标对象执行加速操作的第一触控操作,且在目标时间段内检测到对用于控制目标对象执行目标动作的控制按键执行的第二触控操作的情况下,控制该目标对象在执行加速操作的过程中执行上述目标动作,以使目标对象利用加速操作产 生的速度,调整目标对象在目标动作中的轨迹,减少目标对象在一局游戏的过程中产生碰撞的次数,从而达到降低动作执行的失误率的效果,进而克服相关技术中由于玩家手动操作水平的影响所导致的失误率较高的问题。
可选地,在本实施例中,上述动作组合可以包括但不限于目标对象在通过竞速赛道中设置的弯道时所要执行的至少两个动作。如该弯道可以包括但不限于S型弯道,对应的动作组合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3所示的S型弯道302的情况下,则目标对象所要执行的动作组合可以包括但不限于向左漂移动作和向右漂移动作。上述仅是一种示例,本实施例中对此不作任何限定。
进一步,在本实施例中,上述目标动作可以包括但不限于目标对象在通过竞速赛道中设置的弯道时所要执行的漂移动作,也就是,上述目标动作可以包括但不限于上述动作组合中的一个动作,如向左漂移动作,或,向右漂移动作。上述仅是一种示例,本实施例中对此不作任何限定。
可选地,在本实施例中,上述第一虚拟按键可以但不限于用于触发对目标对象执行的加速操作。该第一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。在一局游戏运行的过程中,在目标对象完成一次动作组合的情况下,上述第一虚拟按键将对应调整人机交互界面所呈现的该第一虚拟按键的按键状态,如从非允许触控的状态调整为允许触控的状态。例如,第一虚拟按键以“加速键”为例,如图4示,非允许触控状态下的加速键402呈现为空心圆(如图4中的(a)所示),不可接受触控操作;而允许触控状态下的加速键404呈现对应图标(如图4中的(b)所示的火焰),可以接受触控操作。
可选地,在本实施例中,在检测到对处于允许触控的状态下的第一虚拟按键执行的第一触控操作之后,响应该第一触控操作控制目标对象执行加速操作,并在目标时间段内检测第二触控操作,以确定是否控制目标对象在执行加速操作的过程中执行目标动作。也就是说,可以利用加速操作产生的速度加成作用,对目标对象所要执行的目标动作产生干预,使得目标对象的动作轨迹更偏向目标对象的前进方向而不是滑行方向,以减轻目标对象在执行目标动作的 过程中受到的离心力的影响,从而减少目标对象由于滑行产生碰撞的次数,降低目标对象执行目标动作的失误率。
需要说明的是,上述目标时间段小于等于第一时间阈值,该第一时间阈值可以但不限于根据不同的实时性需求设置为不同的取值。在本实施例中,在检测到第一触控操作的情况下,在目标时间段内检测第二触控操作,是为了保证两个触控操作之间的时差尽量小,保证加速操作和目标动作可以尽可能地同时执行。上述仅是一种示例,本实施例中对此不作任何限定。
具体结合图5-图6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,客户端所控制的目标对象(如图5所示的虚拟对象502)执行动作组合。例如,如图5中的(a)和(b)所示,虚拟对象502先执行向左漂移动作,再执行向右漂移动作。在上述过程中,第一虚拟按键的按键状态为图5中的(a)和(b)所示的非允许触控状态下的加速键402。
如图5中的(c)所示,在完成一次上述动作组合的情况下,将第一虚拟按键的按键状态调整设置为允许触控的状态,如图中所示允许触控状态下的加速键404。进一步,在检测到对该允许触控状态下的加速键404执行第一触控操作的情况下,如图5中的(d)所示,又在目标时间段内检测到对用于控制虚拟对象502执行向左漂移动作的控制按键504执行的第二触控操作的情况下,控制虚拟对象502在加速的同时执行向左漂移动作,以使该虚拟对象502在向左漂移的过程中,可以调整动作轨迹偏向前进方向,而减轻离心力的影响,避免虚拟对象502与赛道边界产生碰撞,达到减少失误率的目的。
进一步,上述图5所示动作执行过程的逻辑流程可以如图6所示步骤S602-S612:
如步骤S602和S604,通过客户端控制目标对象(如图5所示虚拟对象502)先执行向右漂移动作,再控制目标对象执行向左漂移动作。在目标对象完成上述两个漂移动作的动作组合后执行步骤S606,将第一虚拟按键(图5所示加速键)从非允许触控状态下的加速键402,调整为允许触控状态下的加速键404。然后执行步骤S608-S612,其具体为:检测是否对第一虚拟按键执行第 一触控操作;若检测到该第一触控操作,则控制目标对象执行加速操作,并在目标时间段内检测是否对控制按键执行第二触控操作;若检测到上述第二触控操作,则控制目标对象在执行加速操作的过程中执行目标动作(如向左漂移动作或向右漂移动作)。
通过本申请提供的实施例,在一局游戏的运行过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将用于触发对目标对象执行加速操作的第一虚拟按键的按键状态设置为允许触控的状态。然后,检测对该第一虚拟按键执行的第一触控操作。在检测到该第一触控操作的情况下,控制上述目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作。在目标时间段内检测到上述第二触控操作的情况下,控制该目标对象在执行加速操作的过程中执行上述目标动作,以使目标对象利用加速操作产生的速度,调整目标对象在目标动作中的轨迹,减少目标对象在一局游戏的过程中产生碰撞的次数,从而达到降低动作执行的失误率的效果,进而克服相关技术中由于玩家手动操作水平的影响所导致的失误率较高的问题。进一步,在减少碰撞次数的情况下,还将进一步缩短目标对象参与一局游戏的时间,提高目标对象的获胜率。
作为一种可选的方案,在目标时间段内检测到第二触控操作的情况下,控制目标对象在执行加速操作的过程中执行目标动作,具体可以包括S1-S3:
S1,将目标对象执行加速操作时所受到的动力,作为执行目标动作时的动作作用力。
S2,利用动作作用力确定目标对象执行目标动作时的实际速度向量。
S3,根据实际速度向量确定目标对象执行目标动作时的目标动作轨迹,其中,目标对象按照目标动作轨迹执行目标动作时所产生的碰撞次数小于目标阈值。
需要说明的是,在本实施例中,上述目标对象在一局游戏的运行过程中,至少受到以下两个作用力:驱动目标对象前进的动力,以及与赛道路面相互作用产生的摩擦力。例如,以目标动作为漂移动作为例,在目标对象执行加速操作的同时执行漂移动作的过程中,上述加速操作所产生的用于驱动目标对象前 进的动力,将作为目标对象的动作作用力。而上述目标对象在执行目标动作的过程中所产生的摩擦力,将驱使目标对象向赛道一边滑行。
具体结合图7所示示例进行说明,假设以竞速类游戏应用为例,目标对象以参与一局竞速游戏的虚拟车辆为例,该虚拟车辆在执行加速操作的过程中执行向右漂移动作,则上述加速操作时所受到的动力,可以如图7所示,作为执行向右漂移动作的漂移动力702。上述摩擦力可以为图7所示摩擦力704,将使得虚拟车辆产生向赛道左侧滑行的离心速度向量。上述仅是一种示例,本实施例中对此不作任何限定。
可选地,在本实施例中,上述步骤S2,利用动作作用力确定目标对象执行目标动作时的实际速度向量,具体可以包括S21-S22:
S21,根据动作作用力确定目标对象执行目标动作时的前进速度向量,其中,目标对象执行目标动作时的前进速度向量的大小大于目标对象在已完成的目标动作中的前进速度向量的大小。
S22,根据目标对象执行目标动作时的前进速度向量及目标对象执行目标动作时所产生的离心速度向量,确定目标对象执行目标动作时的实际速度向量,其中,目标对象执行目标动作时的实际速度向量的方向与目标对象执行目标动作时的前进速度向量的方向,二者之间夹角的角度小于第一角度阈值。
需要说明的是,上述第一角度阈值可以但不限于根据不同的场景设置为不同的取值。例如,上述第一角度阈值可以但不限于为目标对象在未执行加速操作前直接执行目标动作时,实际速度向量与前进速度向量二者之间夹角的角度。上述仅是一种示例,本实施例中对此不作任何限定。
具体结合图8所示示例进行说明:假设仍以竞速类游戏应用为例,目标对象以参与一局竞速游戏的虚拟车辆为例。该虚拟车辆在执行加速操作的过程中执行向右漂移动作,上述加速操作时所受到的动力将作为动作作用力(如向右漂移动力),用于确定上述虚拟车辆在向右漂移的过程中的前进速度向量(如图8所示前进速度向量802),在虚拟车辆行驶过程中所产生的摩擦力,将用于确定虚拟车辆的离心速度向量(如图8所示离心速度向量804)。
进一步如图8所示,利用前进速度向量802和离心速度向量804,进行向 量计算,将得到虚拟车辆的实际速度向量(如图8所示实际速度向量806),其中,实际速度向量806与前进速度向量802之间夹角的角度α小于第一角度阈值。
此外,假设图9所示为目标对象未执行加速操作就直接执行目标动作的情况,根据前进速度向量902与离心速度向量904进行向量计算,可确定出实际速度向量906。其中,实际速度向量906与前进速度向量902之间夹角的角度为β。其中,受到加速操作的干预,图8所示前进速度向量802大于图9所示前进速度向量902。对应的,对比图8-图9可知,角度α小于角度β。这里可以但不限于假设第一角度阈值为角度β。
在本申请提供的实施例中,通过将目标对象执行加速操作时所受到的动力,作为目标对象执行目标动作时的动作作用力,以实现利用该动作作用力调整目标对象执行目标动作时的动作轨迹,从而达到对目标对象的动作轨迹的优化控制,减少摩擦力影响所导致的碰撞次数,进而实现降低目标对象执行目标动作时的执行失误率。
作为一种可选的方案,在检测到第一触控操作的情况下,控制目标对象执行加速操作,具体可以包括S31-S33:
S31,在检测到第一触控操作的情况下,确定所述第一虚拟按键在所述一局游戏中当前已被触控的次数。
S32,获取与次数相匹配的目标加速度,其中,次数越大,目标加速度越大。
S33,根据目标加速度控制目标对象执行加速操作。
可选地,在本实施例中,上述第一虚拟按键在一局游戏中被触控的次数可以包括但不限于大于1。在本实施例中,随着第一虚拟按键被触控的次数增加,加速操作对应的目标加速度也可以但不限于随之调整增加。也就是说,第一虚拟按键被触控的次数越多,目标加速度越大。其中,目标加速度可以但不限于根据次数确定对应的调整比例。
可选地,在本实施例中,步骤S32,获取与次数相匹配的目标加速度,具体可以包括S41-S43:
S41,获取与次数相匹配的目标比例。
S42,按照目标比例调整增加目标对象的前进加速度,得到更新后的前进加速度。
S43,将更新后的前进加速度作为目标加速度。
可选地,在本实施例中,上述获取与次数相匹配的目标比例可以包括但不限于以下之一:
1)从预先建立的映射关系中查找为当前次数配置的目标比例。其中,不同的次数分别对应的目标比例之间可以但不限于不具有关联关系。例如,若当前次数为m,则确定对应的目标比例为r m=10%;若当前次数为m+1,则确定对应的目标比例为r m+1=12%;若当前次数为m+2,则确定对应的目标比例为r m+2=15%。其中,m为正整数。
2)根据当前次数计算得到对应的目标比例。其中,不同的次数分别对应的目标比例之间可以但不限于具有关联关系。例如,假设每次调整逐步增加比例5%。在当前次数为m时,对应的目标比例为r m=10%,在当前次数为m+1时,则对应的目标比例为r m+1=15%,在当前次数为m+2时,则对应的目标比例为r m+2=20%。
需要说明的是,上述仅是一种示例,对于第一虚拟按键在一局游戏中被连续触控的情况,上述与次数匹配的目标比例,还可以包括但不限于其他配置方式,本实施例中对此不作任何限定。
通过本申请提供的实施例,随着第一虚拟按键被触控的次数的增加,对应调整加速操作的加速效果,从而使得目标对象可以更快更高效地完成一局游戏,缩短目标对象参与时间,提高目标对象的获胜率。
作为一种可选的方案,上述控制按键(也就是,用于控制目标对象执行目标动作的控制按键)包括第一控制按键和第二控制按键,其中,第一控制按键用于调整目标对象的前进方向,第二控制按键用于触发目标对象执行目标动作;而且,在将第一虚拟按键的按键状态设置为允许触控的状态之前,本申请实施例提供的动作执行方法还包括S210和S212:
S210,获取对客户端所呈现的人机交互界面中的第一控制按键及第二控制 按键执行长按操作所生成的操作指令。
S212,响应操作指令,控制目标对象执行动作组合,其中,动作组合包括:控制目标对象按照前进方向为第一方向所执行的第一动作,和控制目标对象按照前进方向为第二方向所执行的第二动作。
可选地,在本实施例中,上述第一控制按键可以但不限于为方向键,包括左方向键和右方向键。上述第二控制按键可以但不限于为触发漂移动作的漂移键。当第一控制按键和第二控制按键被同时执行长按操作的情况下,生成操作指令,该操作指令用于指示目标对象执行动作组合,该动作组合包括:控制目标对象按照前进方向为第一方向所执行的第一动作,和控制目标对象按照前进方向为第二方向所执行的第二动作,如向左漂移动作和向右漂移动作。
通过本申请提供的实施例,在将第一虚拟按键的按键状态设置为允许触控的状态之前,先检测目标对象是否已完成动作组合的执行。在该动作组合完成的情况下,确定对第一虚拟按键的按键状态的调整,以便于利用第一虚拟按键所触发的加速操作,来干预目标对象执行的目标动作,从而达到优化目标对象执行目标动作的动作轨迹,缩短参与一局游戏的时间,提高目标对象在一局游戏中的胜率。
作为一种可选的方案,将第一虚拟按键的按键状态设置为允许触控的状态,具体可以包括S51-S52:
S51,检测目标对象从第一动作切换至第二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方向和目标对象的滑行方向之间夹角的角度。
S52,在目标角度小于等于第二角度阈值的情况下,确定将第一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。
具体结合图5所示进行说明,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)正在执行动作组合。其中,虚拟对象502在执行第一动作(如向右漂移动作)时产生的漂移角度为正角度,如目标对象的前进朝向(如虚拟车辆的前进速度向量的方向)和滑行方向(如虚拟车辆的实际速度向量的方向)之间的夹角+ γ,而在目标对象在执行第二动作(如向左漂移动作)时产生的漂移角度为负角度,如目标对象的前进朝向(如虚拟车辆的前进速度向量的方向)和滑行方向(如虚拟车辆的实际速度向量的方向)之间的夹角-θ。其中,γ和θ可以为任一角度,而且α和β可以相同,也可以不同。
进一步,若当前检测到虚拟对象502已完成第一动作(如向右漂移动作),并获取到执行第二动作(如向左漂移动作)的动作指令。则在该过程中检测从向右漂移动作切换至向左漂移动作的过程中所产生的目标角度(也可称作漂移角度),目标角度将从正角度逐渐减小至0,再从0继续减小到负角度。假设预先配置第二角度阈值为40 °,则在检测到目标角度减小至40 °时,确定将第一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。对应的,客户端所呈现的人机交互界面可以如图5中的(b)和(c)所示,从非允许触控状态下的加速键402(呈现为空心圆),对应调整为允许触控状态下的加速键404(呈现对应图标(如图所示火焰))。
通过本申请提供的实施例,通过检测目标角度来控制触发对第一虚拟按键的按键状态的自动调整,以简化按键状态的调整操作,提高操作效率,进而实现简化动作执行操作,提高动作执行效率。
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动作执行方法的动作执行装置。需要说明的是,因本申请实施例提供的动作执行装置是与上述动作执行方法相对应的装置,为了简要起见,不再赘述动作执行装置的技术详情,而动作执行装置的技术详情,请参见上文动作执行方法中的相关内容。
如图10所示,该动作执行装置包括:
设置单元1002,用于在运行一局游戏的过程中,在客户端所控制的目标 对象完成一次目标动作的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,第一虚拟按键用于触发对目标对象执行的加速操作;
第一检测单元1004,用于检测对处于允许触控的状态下的第一虚拟按键执行的第一触控操作;
第二检测单元1006,用于在检测到第一触控操作的情况下,控制目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作,其中,目标时间段小于等于第一时间阈值;
第一执行单元1008,用于在目标时间段内检测到第二触控操作的情况下,控制目标对象在执行加速操作的过程中执行目标动作。
可见,在本申请提供的实施例中,在一局游戏的运行过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将用于触发对目标对象执行加速操作的第一虚拟按键的按键状态设置为允许触控的状态。然后,检测对该第一虚拟按键执行的第一触控操作。在检测到该第一触控操作的情况下,控制上述目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作。在目标时间段内检测到上述第二触控操作的情况下,控制该目标对象在执行加速操作的过程中执行上述目标动作,以使目标对象利用加速操作产生的速度,调整目标对象在目标动作中的轨迹,减少目标对象在一局游戏的过程中产生碰撞的次数,从而达到降低动作执行的失误率的效果,进而克服相关技术中由于玩家手动操作水平的影响所导致的失误率较高的问题。进一步,在减少碰撞次数的情况下,还将进一步缩短目标对象参与一局游戏的时间,提高目标对象的获胜率。
作为一种可选的方案,第一执行单元1008,具体可以包括:
第一确定模块,用于将目标对象执行加速操作时所受到的动力,作为执行目标动作时的动作作用力;
第二确定模块,用于利用动作作用力确定目标对象执行目标动作时的实际速度向量;
第三确定模块,用于根据实际速度向量确定目标对象执行目标动作时的目标动作轨迹,其中,目标对象按照目标动作轨迹执行目标动作时所产生的碰撞 次数小于目标阈值。
作为一种可选的方案,在本实施例中,上述第二确定模块,具体可以包括:
第一确定子模块,用于根据动作作用力确定目标对象执行目标动作时的前进速度向量,其中,目标对象执行目标动作时的前进速度向量的大小大于目标对象在已完成的目标动作中的前进速度向量的大小;
第二确定子模块,用于根据目标对象执行目标动作时的前进速度向量及目标对象执行目标动作时所产生的离心速度向量,确定目标对象执行目标动作时的实际速度向量,其中,目标对象执行目标动作时的实际速度向量的方向与目标对象执行目标动作时的前进速度向量的方向,二者之间夹角的角度小于第一角度阈值。
可见,在本申请提供的实施例中,通过将目标对象执行加速操作时所受到的动力,作为目标对象执行目标动作时的动作作用力,以实现利用该动作作用力调整目标对象执行目标动作时的动作轨迹,从而达到对目标对象的动作轨迹的优化控制,减少摩擦力影响所导致的碰撞次数,进而实现降低目标对象执行目标动作时的执行失误率。
作为一种可选的方案,第二检测单元1006,具体可以包括:
第四确定模块,用于在检测到第一触控操作的情况下,确定所述第一虚拟按键在所述一局游戏中当前已被触控的次数;
获取模块,用于获取与次数相匹配的目标加速度,其中,次数越大,目标加速度越大;
控制模块,用于根据目标加速度控制目标对象执行加速操作。
可选地,在本实施例中,上述第一虚拟按键在一局游戏中被触控的次数可以包括但不限于大于1。在本实施例中,随着第一虚拟按键被触控的次数增加,加速操作对应的目标加速度也可以但不限于随之调整增加。也就是说,第一虚拟按键被触控的次数越多,目标加速度越大。其中,目标加速度可以但不限于根据次数确定对应的调整比例。
作为一种可选的方案,在本实施例中,上述获取模块,具体可以包括:
获取子模块,用于获取与次数相匹配的目标比例;
调整子模块,用于按照目标比例调整增加目标对象的前进加速度,得到更新后的前进加速度;
第三确定子模块,用于将更新后的前进加速度作为目标加速度。
作为一种可选的方案,在本实施例中,上述获取子模块,具体可以用于从预先建立的映射关系中查找为当前次数配置的目标比例。其中,不同的次数分别对应的目标比例之间可以但不限于不具有关联关系。
作为一种可选的方案,在本实施例中,上述获取子模块,具体可以用于根据当前次数计算得到对应的目标比例。其中,不同的次数分别对应的目标比例之间可以但不限于具有关联关系。
需要说明的是,上述仅是一种示例,对于第一虚拟按键在一局游戏中被连续触控的情况,上述与次数匹配的目标比例,还可以包括但不限于其他配置方式,本实施例中对此不作任何限定。
可见,在本申请提供的实施例中,随着第一虚拟按键被触控的次数的增加,对应调整加速操作的加速效果,从而使得目标对象可以更快更高效地完成一局游戏,缩短目标对象参与时间,提高目标对象的获胜率。
作为一种可选的方案,控制按键包括第一控制按键和第二控制按键,其中,第一控制按键用于调整目标对象的前进方向,第二控制按键用于触发目标对象执行目标动作;而且,该动作执行装置还包括:
获取单元,用于在将第一虚拟按键的按键状态设置为允许触控的状态之前,获取对客户端所呈现的人机交互界面中的第一控制按键及第二控制按键执行长按操作所生成的操作指令,其中,第一控制按键用于调整目标对象的前进方向,第二控制按键用于触发目标对象执行目标动作,控制按键包括第一控制按键和第二控制按键;
第二执行单元,用于响应操作指令,控制目标对象执行动作组合,其中,动作组合包括:控制目标对象按照前进方向为第一方向所执行的第一目标动作,和控制目标对象按照前进方向为第二方向所执行的第二目标动作。
可见,在本申请提供的实施例中,在将第一虚拟按键的按键状态设置为允许触控的状态之前,先检测目标对象是否已完成动作组合的执行。在该动作组 合完成的情况下,确定对第一虚拟按键的按键状态的调整,以便于利用第一虚拟按键所触发的加速操作,来干预目标对象执行的目标动作,从而达到优化目标对象执行目标动作的动作轨迹,缩短参与一局游戏的时间,提高目标对象在一局游戏中的胜率。
作为一种可选的方案,设置单元1002,具体可以包括:
检测模块,用于检测目标对象从第一目标动作切换至第二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方向和目标对象的滑行方向之间夹角的角度;
设置模块,在目标角度小于等于第二角度阈值的情况下,确定将第一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。
可见,在本申请提供的实施例中,通过检测目标角度来控制触发对第一虚拟按键的按键状态的自动调整,以简化按键状态的调整操作,提高操作效率,进而实现简化动作执行操作,提高动作执行效率。
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动作执行方法的电子装置,如图11所示,该电子装置包括存储器1102和处理器1104,该存储器1102中存储有计算机程序,该处理器1104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:
在运行一局游戏的过程中,在客户端所控制的目标对象完成一次目标动作的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,第一虚拟按键用于触发对目标对象执行的加速操作;
检测对处于允许触控的状态下的第一虚拟按键执行的第一触控操作;
在检测到第一触控操作的情况下,控制目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作,其中,目标时间段小于等于第一时间阈值;
在目标时间段内检测到第二触控操作的情况下,控制目标对象在执行加速操作的过程中执行目标动作。
可选地,本领域普通技术人员可以理解,图11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11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11中所示更多或者更少的组件(如网络接口等),或者具有与图11所示不同的配置。
其中,存储器1102可用于存储软件程序以及模块,如本申请实施例中的动作执行方法和装置对应的程序指令/模块,处理器1104通过运行存储在存储器1102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,即实现上述的动作执行方法。存储器1102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1102可进一步包括相对于处理器1104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1102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11所示,上述存储器1102中可以但不限于包括上述动作执行装置中的设置单元1002、第一检测单元1004、第二检测单元1006及第一执行单元1008。此外,还可以包括但不限于上述动作执行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1106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1106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1106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1108,用于显示目标对象及目标对 象所执行的目标动作;和连接总线1110,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步骤的计算机程序:
在运行一局游戏的过程中,在客户端所控制的目标对象完成一次目标动作的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,第一虚拟按键用于触发对目标对象执行的加速操作;
检测对处于允许触控的状态下的第一虚拟按键执行的第一触控操作;
在检测到第一触控操作的情况下,控制目标对象执行加速操作,并在目标时间段内检测对用于控制目标对象执行目标动作的控制按键执行的第二触控操作,其中,目标时间段小于等于第一时间阈值;
在目标时间段内检测到第二触控操作的情况下,控制目标对象在执行加速操作的过程中执行目标动作。
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。
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。
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 (17)

  1. 一种动作执行方法,应用于数据处理设备,所述方法包括:
    在运行一局游戏的过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,所述第一虚拟按键用于触发对所述目标对象执行的加速操作;
    检测对处于所述允许触控的状态下的所述第一虚拟按键执行的第一触控操作;
    在检测到所述第一触控操作的情况下,控制所述目标对象执行所述加速操作,并在目标时间段内检测对用于控制所述目标对象执行目标动作的控制按键执行的第二触控操作,其中,所述目标时间段小于等于第一时间阈值;
    在所述目标时间段内检测到所述第二触控操作的情况下,控制所述目标对象在执行所述加速操作的过程中执行所述目标动作。
  2. 根据权利要求1所述的方法,所述在所述目标时间段内检测到所述第二触控操作的情况下,控制所述目标对象在执行所述加速操作的过程中执行所述目标动作,包括:
    将所述目标对象执行所述加速操作时所受到的动力,作为执行所述目标动作时的动作作用力;
    利用所述动作作用力确定所述目标对象执行所述目标动作时的实际速度向量;
    根据所述实际速度向量确定所述目标对象执行所述目标动作时的目标动作轨迹,其中,所述目标对象按照所述目标动作轨迹执行所述目标动作时所产生的碰撞次数小于目标阈值。
  3. 根据权利要求2所述的方法,所述利用所述动作作用力确定所述目标对象执行所述目标动作时的实际速度向量,包括:
    根据所述动作作用力确定所述目标对象执行所述目标动作时的前进速度向量;
    根据所述目标对象执行所述目标动作时的前进速度向量及所述目标对象执行所述目标动作时所产生的离心速度向量,确定所述目标对象执行所述目标动作时的所述实际速度向量,其中,所述目标对象执行所述目标动作时的所述 实际速度向量的方向与所述目标对象执行所述目标动作时的前进速度向量的方向,二者之间夹角的角度小于第一角度阈值。
  4. 根据权利要求1所述的方法,所述在检测到所述第一触控操作的情况下,控制所述目标对象执行所述加速操作,包括:
    在检测到所述第一触控操作的情况下,确定所述第一虚拟按键在所述一局游戏中当前已被触控的次数;
    获取与所述次数相匹配的目标加速度,其中,所述次数越大,所述目标加速度越大;
    根据所述目标加速度控制所述目标对象执行所述加速操作。
  5. 根据权利要求4所述的方法,其特征在于,所述获取与所述次数相匹配的目标加速度,包括:
    获取与所述次数相匹配的目标比例;
    按照所述目标比例调整增加所述目标对象的前进加速度,得到更新后的前进加速度;
    将所述更新后的前进加速度作为所述目标加速度。
  6. 根据权利要求1至5中任一项所述的方法,所述控制按键包括第一控制按键和第二控制按键,其中,所述第一控制按键用于调整所述目标对象的前进方向,所述第二控制按键用于触发所述目标对象执行所述目标动作;
    在所述将第一虚拟按键的按键状态设置为允许触控的状态之前,所述方法还包括:
    获取对所述客户端所呈现的人机交互界面中的所述第一控制按键及所述第二控制按键执行长按操作所生成的操作指令;
    响应所述操作指令,控制所述目标对象执行所述动作组合,其中,所述动作组合包括:控制所述目标对象按照所述前进方向为第一方向所执行的第一动作,和控制所述目标对象按照所述前进方向为第二方向所执行的第二动作。
  7. 根据权利要求6所述的方法,其特征在于,所述将第一虚拟按键的按键状态设置为允许触控的状态,包括:
    检测所述目标对象从所述第一动作切换至所述第二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所述前进方向和所述目标 对象的滑行方向之间夹角的角度;
    在所述目标角度小于等于第二角度阈值的情况下,确定将所述第一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。
  8. 一种动作执行装置,包括:
    设置单元,用于在运行一局游戏的过程中,在客户端所控制的目标对象完成一次动作组合的情况下,将第一虚拟按键的按键状态设置为允许触控的状态,其中,所述第一虚拟按键用于触发对所述目标对象执行的加速操作;
    第一检测单元,用于检测对处于所述允许触控的状态下的所述第一虚拟按键执行的第一触控操作;
    第二检测单元,用于在检测到所述第一触控操作的情况下,控制所述目标对象执行所述加速操作,并在目标时间段内检测对用于控制所述目标对象执行目标动作的控制按键执行的第二触控操作,其中,所述目标时间段小于等于第一时间阈值;
    第一执行单元,用于在所述目标时间段内检测到所述第二触控操作的情况下,控制所述目标对象在执行所述加速操作的过程中执行所述目标动作。
  9. 根据权利要求8所述的装置,所述第一执行单元包括:
    第一确定模块,用于将所述目标对象执行所述加速操作时所受到的动力,作为执行所述目标动作时的动作作用力;
    第二确定模块,用于利用所述动作作用力确定所述目标对象执行所述目标动作时的实际速度向量;
    第三确定模块,用于根据所述实际速度向量确定所述目标对象执行所述目标动作时的目标动作轨迹,其中,所述目标对象按照所述目标动作轨迹执行所述目标动作时所产生的碰撞次数小于目标阈值。
  10. 根据权利要求9所述的装置,所述第二确定模块包括:
    第一确定子模块,用于根据所述动作作用力确定所述目标对象执行所述目标动作时的前进速度向量;
    第二确定子模块,用于根据所述目标对象执行所述目标动作时的前进速度向量及所述目标对象执行所述目标动作时所产生的离心速度向量,确定所述目标对象执行所述目标动作时的所述实际速度向量,其中,所述目标对象执行所 述目标动作时的所述实际速度向量的方向与所述目标对象执行所述目标动作时的前进速度向量的方向,二者之间夹角的角度小于第一角度阈值。
  11. 根据权利要求8所述的装置,所述第二检测单元包括:
    第四确定模块,用于在检测到所述第一触控操作的情况下,确定所述第一虚拟按键在所述一局游戏中当前已被触控的次数;
    获取模块,用于获取与所述次数相匹配的目标加速度,其中,所述次数越大,所述目标加速度越大;
    控制模块,用于根据所述目标加速度控制所述目标对象执行所述加速操作。
  12. 根据权利要求11所述的装置,所述获取模块包括:
    获取子模块,用于获取与所述次数相匹配的目标比例;
    调整子模块,用于按照所述目标比例调整增加所述目标对象的前进加速度,得到更新后的前进加速度;
    第三确定子模块,用于将所述更新后的前进加速度作为所述目标加速度。
  13. 根据权利要求8至12中任一项所述的装置,所述控制按键包括第一控制按键和第二控制按键,其中,所述第一控制按键用于调整所述目标对象的前进方向,所述第二控制按键用于触发所述目标对象执行所述目标动作;
    所述装置还包括:
    获取单元,用于在所述将第一虚拟按键的按键状态设置为允许触控的状态之前,获取对所述客户端所呈现的人机交互界面中的第一控制按键及第二控制按键执行长按操作所生成的操作指令,其中,所述第一控制按键用于调整所述目标对象的前进方向,所述第二控制按键用于触发所述目标对象执行所述目标动作,所述控制按键包括所述第一控制按键和所述第二控制按键;
    第二执行单元,用于响应所述操作指令,控制所述目标对象执行所述动作组合,其中,所述动作组合包括:控制所述目标对象按照所述前进方向为第一方向所执行的第一目标动作,和控制所述目标对象按照所述前进方向为第二方向所执行的第二目标动作。
  14. 根据权利要求13所述的装置,所述设置单元包括:
    检测模块,用于检测所述目标对象从所述第一目标动作切换至所述第二目 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所述前进方向和所述目标对象的滑行方向之间夹角的角度;
    设置模块,在所述目标角度小于等于第二角度阈值的情况下,确定将所述第一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。
  15. 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7任一项中所述的方法。
  16. 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7任一项中所述的方法。
  17. 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7任意一项所述的方法。
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