WO2020233395A1 - 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
WO2020233395A1
WO2020233395A1 PCT/CN2020/088614 CN2020088614W WO2020233395A1 WO 2020233395 A1 WO2020233395 A1 WO 2020233395A1 CN 2020088614 W CN2020088614 W CN 2020088614W WO 2020233395 A1 WO2020233395 A1 WO 2020233395A1
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Prior art keywords
target object
state
target
parameter value
game task
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PCT/CN2020/088614
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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 SG11202108545WA priority Critical patent/SG11202108545WA/en
Priority to KR1020217026018A priority patent/KR102606478B1/ko
Priority to JP2021538739A priority patent/JP7479380B2/ja
Publication of WO2020233395A1 publication Critical patent/WO2020233395A1/zh
Priority to US17/358,884 priority patent/US11986733B2/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
    • A63F13/57Simulating 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating 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
    • 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
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

Definitions

  • This application relates to the computer field, specifically, to object control.
  • the racing track will include curves with different turning angles.
  • the player In order to shorten the time for the target object controlled by the player to drive through the curve, the player often controls the target object to perform a drifting action when passing through the curve through the control buttons set in the human-computer interaction interface.
  • the embodiments of the present application provide an object control method and device, a storage medium, and an electronic device, so as to at least solve the technical problem of increased control time due to high operation complexity.
  • an object control method the method is executed by a user equipment, and the method includes: detecting the foregoing in the process of a game task performed by a first target object controlled by a client The target angle generated by the first target object in the process of performing a combination of actions, wherein the combination of actions includes at least two target actions performed in the same direction, and the target angle is the forward direction of the first target object and The angle between the sliding directions; when the target angle reaches the trigger threshold, the state adjustment instruction is automatically triggered, wherein the state adjustment instruction is used to instruct to adjust the movement state of the first target object; respond to the state adjustment instruction , Adjust the movement state of the first target object from the first state to the second state, wherein the time taken by the first target object to complete the game task in the first state is greater than that of the first target object in the second state. The time it takes to complete the above game tasks in the state.
  • an object control device including: a detection unit, configured to detect the first target object during a game task performed by the first target object controlled by the client The target angle generated in the process of performing a combination of actions, wherein the combination of actions includes at least two target actions performed in the same direction, and the target angle is between the forward direction and the sliding direction of the first target object The angle of the included angle; a trigger unit for triggering a state adjustment instruction when the target angle reaches a trigger threshold, wherein the state adjustment instruction is used to instruct to adjust the movement state of the first target object; the adjustment unit is for In response to the state adjustment instruction, the movement state of the first target object is adjusted from the first state to the second state, wherein the time taken by the first target object to complete the game task in the first state is greater than that of the first target The amount of time it takes for the subject to complete the above game task in the above second state.
  • a storage medium in which a computer program is stored, wherein the computer program is set to execute the upper 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 upper object control method.
  • 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 an optional object control method according to an embodiment of the present application.
  • Fig. 5 is a schematic diagram of another optional object control method according to an embodiment of the present application.
  • Fig. 6 is a schematic diagram of yet another optional object control method according to an embodiment of the present application.
  • Fig. 7 is a schematic diagram of yet another optional object control method according to an embodiment of the present application.
  • Fig. 8 is a flowchart of yet another optional object control method according to an embodiment of the present application.
  • Fig. 9 is a flowchart of another optional object control method according to an embodiment of the present application.
  • Fig. 10 is a flowchart of yet another optional object control method according to an embodiment of the present application.
  • FIG. 11 is a schematic structural diagram of an optional object control device according to an embodiment of the present application.
  • Fig. 12 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 may but is not limited to be applied to the hardware environment 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 first target object controlled by the client to perform a corresponding operation.
  • the memory 108 is used to store the aforementioned operation instructions and attribute information related to the first target object.
  • the attribute information may include, but is not limited to, the movement state of the first target object.
  • the human-computer interaction screen 102 detects the target generated by the first target object 100 in the process of performing an action combination.
  • Angle the control button 118 presented in the human-computer interaction interface as shown in FIG. 1 is used to control the execution of the actions in the above action combination
  • the action combination includes performing at least two target actions in the same direction
  • the target angle is the above The angle between the advancing direction and the sliding direction of the target object 100.
  • the processor 106 detects that the target angle reaches the trigger threshold stored in the memory 108, it triggers a state adjustment instruction for adjusting the movement state of the first target object 100, and in S106, the network 110
  • the state adjustment instruction is sent to the server 112.
  • the server 112 includes a database 114 and a processing engine 116.
  • the database 114 is used to store the state information of the first state and the second state, and the mapping relationship between the movement state and the state adjustment instruction
  • the processor engine 116 is used to determine the state adjustment instruction to be adjusted to according to the received state adjustment instruction Status information of the second state.
  • the processing engine 116 in the server 112 will execute S108 according to the mapping relationship stored in the database 114 to adjust the movement state of the first target object 100 from the first state to the second state.
  • S110 is executed again to send the state information of the second state to the user equipment 102 via the network 110.
  • the processor 106 in the user equipment 102 may optionally perform S112: control the first target object 100 to execute the game task in the second state.
  • the above-mentioned operation control method can also be but not limited to be applied to the hardware environment shown in FIG. 2.
  • 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.
  • the user equipment 102 executes S202-S206 through the processor 106, such as S202, through the human-computer interaction screen 102 to detect the target angle generated by the first target object 100 in the process of performing an action combination (as shown in the human-computer interaction interface in FIG.
  • the presented control button 118 is used to control the execution of the actions in the above-mentioned action combination), which includes at least two target actions executed in the same direction, and the target angle is the forward direction and sliding of the first target object 100. The angle between the directions.
  • the processor 106 automatically triggers the state adjustment instruction for adjusting the movement state of the first target object 100, and responds to the The state adjustment instruction adjusts the movement state of the first target object 100 from the first state to the second state.
  • the first time period used by the first target object 100 to complete the game task in the first state is greater than the second time period used by the first target object 100 to complete the game task in the second state.
  • S208 may be optionally executed to control the first target object 100 to execute the game task in the second state.
  • the target angle generated by the first target object in the process of performing the above action combination is detected
  • to control the automatic triggering of the state adjustment instruction for adjusting the movement state of the first target object so that the first target object adjusts the movement state to the second state, and executes the game task in the second state, Instead of performing game tasks in the first state.
  • the above-mentioned user equipment may be, but not limited to, a mobile phone, a tablet computer, a notebook computer, a PC, or other computer equipment that supports running application clients.
  • a mobile phone a tablet computer
  • a notebook computer a PC
  • other computer equipment that supports running application clients.
  • the foregoing is only an example, and there is no limitation on this in this embodiment.
  • the foregoing object control method includes:
  • S302 In the process of a game task performed by the first target object controlled by the client terminal, detect the target angle generated by the first target object in the process of performing an action combination, wherein the action combination includes execution in the same direction
  • the target angle is the angle between the advancing direction of the first target object and the sliding direction of the first target object.
  • the embodiment of the present application does not limit the manner of triggering the state adjustment instruction, and may include, for example, an automatic trigger manner and an instruction trigger manner.
  • the automatic trigger mode is to automatically trigger the state adjustment instruction when it is determined that the target angle reaches the trigger threshold.
  • the number of operations that the user performs when controlling the first target object for game tasks can be reduced
  • the instruction trigger mode is to adjust the instruction according to the trigger state when the specified user operation is detected. For example, when it is determined that the target angle reaches the trigger threshold, the displayed virtual control is used to prompt the user, and the user decides the timing of triggering by himself, and when the designated user operation generated by the user touching the virtual control is obtained, the state adjustment instruction is triggered.
  • the user can be provided with the right to choose whether to switch the movement state of the first target object, and the user's competitive level is played out, and the user's competitive experience is improved.
  • S306 In response to the state adjustment instruction, adjust the movement state of the first target object from the first state to the second state, where the time taken by the first target object to complete the game task in the first state is longer than that of the first target object in the second state. The time it takes to complete the game task in the state.
  • S308 controlling the first target object to perform the game task in the second state.
  • steps of the method shown in FIG. 3 above can be, but not limited to, applied to the operation control system shown in FIG. 1, and can be completed by data interaction between the user equipment 102 and the server 112, and can also be, but not limited to, applied to FIG. In the user equipment 102 shown, it is independently completed by the user equipment 102.
  • the foregoing is only an example, and this embodiment does not impose any limitation on this.
  • the above-mentioned object control method can be, but not limited to, applied to realize automatic control adjustment of the target object controlled by the client of the game application, so as to shorten the control duration in the game task.
  • the game application may be, but is not limited to, a racing game application
  • the aforementioned target object may be, but is not limited to, a virtual object controlled by each player in a racing game application, such as virtual characters, virtual equipment, virtual vehicles, etc.
  • the above-mentioned combination of actions may include, but is not limited to, at least two target actions to be performed in the same direction when the target object passes through a curve set in a game mission (hereinafter may also be referred to as a "double throw"). Such as at least two drifting to the left or at least two drifting to the left.
  • double throw Such as at least two drifting to the left or at least two drifting to the left.
  • the above game application takes a racing game application as an example.
  • the target angle generated in the process of the virtual vehicle controlled by the client performing two drift actions to the left reaches the trigger threshold
  • it will automatically trigger the
  • the movement state of the virtual vehicle is adjusted from the first state to the second state to control the virtual vehicle to perform game tasks in the second state to shorten the virtual
  • the time spent by the vehicle in the game task increases the winning rate of the virtual vehicle in the aforementioned racing game task.
  • the first target object controlled by the client when it is detected that the target angle generated by the first target object in the process of performing the above action combination reaches the trigger threshold, Trigger a state adjustment instruction for adjusting the movement state of the first target object, so that the first target object adjusts the movement state from the first state to the second state, and executes the game task in the second state, instead of being in Perform game tasks in the first state.
  • Trigger a state adjustment instruction for adjusting the movement state of the first target object so that the first target object adjusts the movement state from the first state to the second state, and executes the game task in the second state, instead of being in Perform game tasks in the first state.
  • the aforementioned combination of actions may include, but is not limited to, at least two target actions to be performed by the first target object when passing through a special curve set in a game mission.
  • the above-mentioned special curve may include but is not limited to a curve with a turning angle greater than a target angle threshold, such as a U-shaped curve.
  • a U-shaped curve 402 as shown in FIG. 4 is set in the race track of the game task.
  • the curve angle ⁇ of the U-shaped curve 402 is greater than a certain angle threshold ⁇ , which can, but is not limited to, control the first target object to move to the left Continuous drift (as shown in Figure 4, the two curves with arrows are used to indicate that a drift action is performed).
  • the state adjustment instruction is automatically triggered to adjust the first target object from the first state to the second state with a shorter time.
  • the above-mentioned movement state can be, but is not limited to, used to indicate the force state of the force that the first target object bears during the movement, wherein the above-mentioned force includes the force used to drive the first target object.
  • Forward forward power, and/or friction used to hinder the first target object from moving forward is achieved, for example, increasing the forward power of the first target object, and/or , Reducing the friction on the first target object, so that the first target object can complete the game track set in a game task more quickly.
  • the foregoing controlling the first target object to perform the game task in the second state may, but is not limited to: controlling the first target object to continue to perform the game task in the foregoing second state within the target time period. That is to say, taking a virtual vehicle in a racing game application to perform a round of racing task as an example, suppose that there are multiple bends in the racing track corresponding to a round of racing task, and the multiple corners include U Type curve. Detect the drift angle generated by the virtual vehicle during the two drifting actions when passing the U-shaped curve, and automatically trigger the state adjustment instruction to adjust the movement of the virtual vehicle when the drift angle reaches the trigger threshold.
  • the state to the second state for example, the second state is used to indicate to increase the forward power to the virtual vehicle, and/or to reduce the friction force to the virtual vehicle. Further, in response to the state adjustment instruction, the virtual vehicle is controlled to continue to drive on the racing track in the second state within the target time period. For example, when the trigger state adjustment instruction is at time t1, the virtual vehicle is controlled to continue driving in the second state at time t2.
  • the trigger state adjustment instruction is at time t1
  • the virtual vehicle is controlled to continue driving in the second state at time t2.
  • the target action in the above-mentioned action combination can be implemented by, but not limited to, control keys presented in the human-computer interaction interface of the client.
  • the aforementioned control buttons may include, but are not limited to: a first control button for controlling the forward direction of the first target object, and a second control button for triggering the first target object to perform a target action.
  • the first control button may be, but is not limited to, the direction control key shown in FIG. 5, such as "left direction button” 502 and "right direction button” 504.
  • the second control key can be, but is not limited to, the trigger control key shown in FIG. 5, such as the “drift start key” 506.
  • the above-mentioned target angle may be, but is not limited to, the angle between the advancing direction of the first target object and the sliding direction, where the sliding direction may be, but not limited to, the first target object is performing the target action process.
  • the direction of actual movement in the. Fig. 6 shows the advancing direction 602 and the sliding direction 604 when the first target object drifts to the left, and the angle between the two is the target angle ⁇ .
  • the target angle of the angle between the advancing direction and the sliding direction of the virtual object during the above-mentioned continuous drifting to the left is detected, and the state adjustment instruction is automatically triggered when the above-mentioned target angle reaches the trigger threshold.
  • control the virtual object 702 in the second state for example, FIG. 7 shows the acceleration after increasing the forward power State
  • the detection process can be as shown in FIG. 8.
  • the virtual object 702 will advance in the direction of the dashed arrow, but will slide in the direction of the solid arrow.
  • the angle between the two is detected.
  • Target angle ⁇ When the target angle ⁇ reaches the trigger threshold, the adjustment process of the movement state of the virtual object 702 is automatically triggered.
  • the flow of the control logic of the above object control method may be, but not limited to, as shown in FIG. 9:
  • S902-S906 The first operation instruction generated by the long press operation performed on the left direction button and the drift start button in the human-computer interaction interface is detected, and the first operation instruction is controlled to control the first target object to perform the first direction Left drift action.
  • the second operation instruction generated by the long press operation of the left direction button and the drift start button in the human-computer interaction interface is detected, and the first target object is controlled to execute the second operation instruction in response to the second operation instruction.
  • the automatic trigger for adjusting the movement state of the first target object is controlled.
  • the state adjustment instruction allows the first target object to adjust the movement state to the second state and execute the game task in the second state instead of executing the game task in the first state. So as to achieve the purpose of shortening the control time of the first target object in the game task, so that the first target object can complete the above game task as soon as possible, improve the winning rate in the game task, and overcome the relatively complicated operation in the related technology. High causes the problem of control time.
  • adjusting the movement state of the first target object from the first state to the second state includes:
  • S2 Adjust a first parameter value to a second parameter value, where the second parameter value is the value of the force that the first target object bears in the second state.
  • the force that the first target object bears in the game task may include but is not limited to at least one of the following: forward power used to drive the first target object forward, and used to hinder the first target object.
  • the corresponding parameter values may include, but are not limited to: power parameter values, friction parameter values.
  • the force analysis of the force borne by the first target object is shown.
  • the first target object is driven by the forward power 1002 to travel forward, and is driven to one side by the steering force 1004 generated by the drift action, and the two sides work together to make the actual movement direction of the first target object be the sliding direction 1006.
  • the frictional force 1008 is generated during the driving of the first target object, wherein the components of the frictional force 1008 in two directions may include: the frictional force component 1008-1 used to hinder the advancement of the first target object, and The friction force component 1008-2 of the first target object sliding sideways.
  • adjusting the first parameter value to the second parameter value corresponding to the second state according to the target ratio includes at least one of the following:
  • the force includes forward power
  • the first parameter value includes the first power parameter value
  • the second parameter value includes the second power parameter value
  • the first power The parameter value is increased to the second power parameter value
  • the force includes friction
  • the first parameter value includes the first friction parameter value
  • the second parameter value includes the second friction parameter value.
  • One friction parameter value is reduced to a second friction parameter value.
  • the forward power of the first target object can be increased and adjusted, or the friction of the first target object can be reduced and adjusted, or the forward power of the first target object can also be adjusted.
  • the power is adjusted to increase, and the friction is adjusted to decrease.
  • the above-mentioned first target ratio for adjusting the forward power and the second target ratio for adjusting the friction force can be, but not limited to, set to different values according to different actual scenarios, wherein the first target ratio can be equal to the first target ratio.
  • the second target ratio may not be equal to the second target ratio, and the relative relationship between the two is not limited in this embodiment.
  • increasing the forward power can increase the forward acceleration for the first target object, so that the first target object travels faster, and thus shortens the first target object’s competition.
  • the length of time used in the speed task can increase the forward acceleration for the first target object, so that the first target object travels faster, and thus shortens the first target object’s competition.
  • the aforementioned combination of actions may include, but is not limited to, a drifting action, and the execution of the drifting action often causes the first target object to slide, thereby increasing the possibility of collision errors. Once a collision error occurs, the player often takes longer to adjust the first target object to restore it to the normal running process of the racing task. Therefore, in this embodiment, it is also possible but not limited to reduce the friction force, so that the first target object can complete the steering more quickly during the drifting action, shorten the steering time, and thus shorten the first target object. The purpose of the time spent by the target in the racing task. It should be noted that the above-mentioned second target ratio can be used to adjust the coefficient of friction, but is not limited to, and can also be used to adjust the value of friction.
  • a% is the first target ratio, and 0 ⁇ a% ⁇ 100%
  • F 1 is the second power parameter value
  • F 0 is the first power parameter value
  • b% is the second target ratio, and 0 ⁇ b% ⁇ 100%, f 1 is the second friction parameter value, and f 0 is the first friction parameter value.
  • the parameter value corresponding to the force of the first target object is adjusted according to the target ratio, so as to realize the automatic trigger adjustment of the movement state of the first target object by detecting the relationship between the target angle and the trigger threshold. So that the first target object continues to perform the game task under the parameter value corresponding to the force indicated by the adjusted second state, so as to shorten the control time used by the first target object in the game task and increase the first target The probability of the object winning in a racing game task.
  • the method before adjusting the first parameter value to the second parameter value corresponding to the second state according to the target ratio, the method further includes:
  • S2 Determine a target ratio according to the number of times, where the target ratio is used to adjust the first parameter value to the second parameter value.
  • the target ratio can be positively correlated with the number of times.
  • the number of target actions included in the foregoing action combination may be, but not limited to, be greater than or equal to 2.
  • the target ratio used to adjust the parameter value can be correspondingly changed, but not limited to. The more the target action is executed, the more difficult it is to complete the current curve. It is possible but not limited to increase the value of the target ratio correspondingly so that the first target object can pass the complex curve as soon as possible.
  • the virtual object 702 performs a combination of actions, and the combination of actions includes two drifting actions to the left, then in the process of performing the second drifting to the left, it is detected
  • the drift angle ⁇ reaches the trigger threshold (for example, the trigger threshold is 68o)
  • the forward power of the virtual object can be increased, but not limited to, the ratio of 10% is adjusted, and/or the friction of the virtual object is reduced by the ratio of 10%. force.
  • the forward power of the virtual object can be increased, but not limited to, 15%, and/or the forward power of the virtual object can be decreased by 12%. Friction.
  • the aforementioned target ratio can also be adjusted and changed accordingly, and the adjustment trend of the two can be positively correlated.
  • the specific adjustment value of the target ratio is not limited in this embodiment.
  • the target ratio for adjusting the parameter value of the force is determined in association according to the number of times the target action is executed in the action combination, so that the target ratio can be adjusted in conjunction with the number of times the target action is executed.
  • the first target object can be controlled more flexibly, and the flexibility of the target object to complete the game task is improved.
  • controlling the first target object to perform the game task in the second state includes:
  • the above-mentioned target time can be, but not limited to, determined according to the action difficulty coefficient of the action combination.
  • the action difficulty coefficient can be determined by but not limited to at least one of the following parameters: the number of target actions included in the action combination, the angle of the curve to be passed when performing the action combination, and the like.
  • the target time can be extended but not limited to. In other words, when the action combination is more difficult to complete, the control is to increase the time between the trigger moment and the target moment, so that the player has enough time to adjust to pass the current curve as soon as possible, and then complete the current game as soon as possible. Game tasks.
  • the time when the virtual object 702 performs the drifting action for the second time is t0, and the target angle is detected as 65° at time t0, and it needs to continue to wait for the second drifting action to passively drift.
  • the angle change brought about.
  • time t1 is used as the trigger time of the state adjustment instruction, and from time t1, the movement state of the first target object is controlled to be adjusted and maintained to the target time (such as time t2).
  • the aforementioned controlling and adjusting the movement state of the first target object may include, but is not limited to: increasing the forward power of the virtual object 702 by a%, and reducing the friction force on the virtual object 702 by b%.
  • the first target object is controlled to execute the game task in the second state between the trigger time and the target time, so as to ensure the fairness of the game task operation.
  • determining the target moment according to the action difficulty coefficient of the action combination will further enhance the flexibility of controlling the first target object.
  • controlling the first target object to perform the game task in the second state includes:
  • the collision force between the first target object and other target objects in the game task can also be changed. That is to say, in the case of detecting that the first target object collides with the second target object in the game task, the first target object in the second state will be more than the first target object in the first state.
  • the large collision force knocks the second target object blocking the road ahead and moves it to the target position.
  • the target position can be, but not limited to, jointly determined according to the collision point, the collision direction, and the aforementioned collision force.
  • the second target object in the game task can move to other positions on the non-current track after being collided, without hindering the rapid passage of the first target object on the current track.
  • the driving speed of the first target object in the above second state has been greatly increased in a short period of time.
  • the short-term increased driving speed is when the masses between the target objects are unchanged.
  • a larger impact force ie, collision force
  • it can not only assist the first target object to achieve rapid cornering in a narrow curve, but also can use the stronger collision generated in the second state when the second target object is blocking the road ahead. Try to fight the second target object and knock it away.
  • the first target object when the first target object is in the second state, and it is detected that the first target object collides with the second target object in the game task, the first target object is controlled to oppose the second target object.
  • the target object generates a first collision force, so that the second target object that prevents the first target object from completing the game task is knocked away.
  • the first target object can continue to complete the game task on the predetermined track, so as to avoid the problem of time wasting caused by the first target object leaving the track due to collision.
  • the human-computer interaction interface presented by the client includes a first control button and a second control button. Before detecting the target angle generated by the first target object in the process of performing an action combination, it also includes:
  • 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 aforementioned second control button may be, but is not limited to, a drift start button that triggers a drift action.
  • an operation instruction is generated, and the operation instruction is used to instruct the target object to perform a target action, such as a drifting action.
  • the at least two target actions executed in the above action combination may be, but not limited to, drift actions that are executed continuously in the same direction.
  • the above action combination can be: long press the left direction key and the drift start key to trigger the first drifting action to the left, and then release all control buttons. Then, long press the left arrow key and the drift start key again to trigger the second drift to the left. And so on.
  • the above-mentioned action combination is realized by operating the above-mentioned first control button and the second control button, and the target angle generated during the process of detecting the first target object in the process of performing the above-mentioned action combination reaches the trigger threshold
  • the state adjustment instruction is automatically triggered to adjust the movement state of the intervention first target object, so that the first target object can continue to perform the game task in the adjusted second state, so as to shorten the time used in the game task Duration, the purpose of improving the winning rate of the first target object in a game.
  • an object control device for implementing the above object control method.
  • the device includes:
  • the detection unit 1102 is used to detect the target angle generated by the first target object in the process of performing a combination of actions when the first target object controlled by the client performs a game task, where the combination of actions Including at least two target actions performed in the same direction, and the target angle is the angle between the advancing direction and the sliding direction of the first target object;
  • the trigger unit 1104 is configured to trigger a state adjustment instruction when the target angle reaches a trigger threshold, where the state adjustment instruction is used to instruct to adjust the movement state of the first target object;
  • the adjustment unit 1106 is adapted to respond to the state adjustment instruction to adjust the movement state of the first target object from the first state to the second state, wherein the time taken for the first target object to complete the game task in the first state is greater than the first state The time it takes for a target object to complete the game task in the second state;
  • it may also include a first control unit 1108 for controlling the first target object to perform the game task in the second state.
  • FIG. 11 can be, but is not limited to, applied to the user equipment 102 and the server 112 in the operation control system shown in FIG.
  • the foregoing is only an example, and this embodiment does not impose any limitation on this.
  • the above-mentioned object control apparatus can be applied to, but is not limited to, applied to realize automatic control adjustment of the target object controlled by the client of the game application, so as to shorten the control duration in the game task.
  • the game application may be, but is not limited to, a racing game application
  • the aforementioned target object may be, but is not limited to, a virtual object controlled by each player in a racing game application, such as virtual characters, virtual equipment, virtual vehicles, etc.
  • the above-mentioned combination of actions may include, but is not limited to, at least two target actions to be performed in the same direction when the target object passes through a curve set in a game mission (hereinafter may also be referred to as a "double throw"). Such as at least two drifting to the left or at least two drifting to the left.
  • double throw Such as at least two drifting to the left or at least two drifting to the left.
  • the above game application takes a racing game application as an example.
  • the target angle generated in the process of the virtual vehicle controlled by the client performing two drift actions to the left reaches the trigger threshold
  • it will automatically trigger the
  • adjust the movement state of the virtual vehicle from the first state to the second device to control the virtual vehicle to perform game tasks in the second state to shorten the virtual vehicle
  • the time spent by the vehicle in the game task increases the winning rate of the virtual vehicle in the aforementioned racing game task.
  • the state adjustment instruction for adjusting the movement state of the first target object is controlled to be automatically triggered , So that the first target object adjusts the movement state to the second state and executes the game task in the second state instead of executing the game task in the first state. So as to achieve the purpose of shortening the control time of the first target object in the game task, so that the first target object can complete the above game task as soon as possible, improve the winning rate in the game task, and overcome the relatively complicated operation in the related technology. High causes the problem of control time.
  • the adjustment unit 1106 includes:
  • An acquisition module configured to acquire a first parameter value, where the first parameter value is the value of the force borne by the first target object in the first state;
  • the adjustment module is used to adjust the first parameter value to the second parameter value, where the second parameter value is the value of the force that the first target object bears in the second state.
  • the force that the first target object bears in the game task may include but is not limited to at least one of the following: forward power used to drive the first target object forward, and used to hinder the first target object.
  • the corresponding parameter values may include, but are not limited to: power parameter values, friction parameter values.
  • the adjustment module includes at least one of the following:
  • the first adjustment submodule is configured to, if the force includes forward power, the first parameter value includes the first power parameter value, and the second parameter value includes the second power parameter value, Increasing the first power parameter value to the second power parameter value according to the first target ratio;
  • the second adjustment sub-module is configured to, if the force includes friction, the first parameter value includes the first friction parameter value, and the second parameter value includes the second friction parameter Value, the first friction parameter value is reduced to the second friction parameter value according to the second target ratio.
  • the first determining module is used to determine the number of times the target action is executed in the action combination
  • the second determining module is configured to determine a target ratio according to the number of times, wherein the target ratio is used to adjust the first parameter value to the second parameter value.
  • the parameter value corresponding to the force of the first target object is adjusted according to the target ratio, so as to realize the automatic trigger adjustment of the movement state of the first target object by detecting the relationship between the target angle and the trigger threshold. So that the first target object continues to perform the game task under the parameter value corresponding to the force indicated by the adjusted second state, so as to shorten the control time used by the first target object in the game task and increase the first target The probability of the object winning in a racing game task.
  • the first control unit 1108 includes:
  • the third determining module is used to determine the trigger moment of the state adjustment instruction
  • the first control module is used to control the first target object to perform the game task in the second state from the trigger moment to the target moment, wherein the target moment is determined according to the action difficulty coefficient of the executed action combination.
  • the aforementioned target ratio can also be adjusted and changed accordingly, and the adjustment trend of the two is positively correlated.
  • the specific adjustment value of the target ratio is not limited in this embodiment.
  • the target ratio for adjusting the parameter value of the force is determined in association according to the number of times the target action is executed in the action combination, so that the target ratio can be adjusted in conjunction with the number of times the target action is executed.
  • the first target object can be controlled more flexibly, and the flexibility of the target object to complete the game task is improved.
  • the second target object is in the game task
  • the first control unit 1108 includes:
  • the second control module is used to control the first target object to generate the first target object against the second target object when the first target object is in the second state and a collision between the first target object and the second target object is detected A collision force, wherein the first collision force is greater than the second collision force, and the second collision force is the collision force generated when the first target object collides with the second target object in the first state.
  • the collision force between the first target object and other target objects in the game task can also be changed. That is to say, in the case of detecting that the first target object collides with the second target object in the game task, the first target object in the second state will be more than the first target object in the first state.
  • the large collision force knocks the second target object blocking the road ahead and moves it to the target position.
  • the target position can be, but not limited to, jointly determined according to the collision point, the collision direction, and the aforementioned collision force.
  • the second target object in the game task can move to other positions on the non-current track after being collided, without hindering the rapid passage of the first target object on the current track.
  • the first target object when the first target object is in the second state, and it is detected that the first target object collides with the second target object in the game task, the first target object is controlled to oppose the second target object.
  • the target object generates a first collision force, so that the second target object that prevents the first target object from completing the game task is knocked away.
  • the first target object can continue to complete the game task on the predetermined track, so as to avoid the problem of time wasting caused by the first target object leaving the track due to collision.
  • the human-computer interaction interface presented by the client includes a first control button and a second control button.
  • the device also includes:
  • the acquiring unit is used to acquire the operation instructions generated by the long press operation on the first control button and the second control button, wherein the first control button is used to adjust the forward direction of the first target object, and the second control button is used To trigger the first target object to perform the target action;
  • the second control unit is used to control the first target object to perform at least two target actions in response to the operation instruction.
  • 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 aforementioned second control button may be, but is not limited to, a drift start button that triggers a drift action.
  • an operation instruction is generated, and the operation instruction is used to instruct the target object to perform a target action, such as a drifting action.
  • the at least two target actions executed in the above action combination may be, but not limited to, drift actions that are executed continuously in the same direction.
  • the above action combination can be: long press the left direction key and the drift start key to trigger the first drifting action to the left, and then release all control buttons. Then, long press the left arrow key and the drift start key again to trigger the second drift to the left. And so on.
  • the above-mentioned action combination is realized by operating the above-mentioned first control button and the second control button, and the target angle generated during the process of detecting the first target object in the process of performing the above-mentioned action combination reaches the trigger threshold
  • the state adjustment instruction is automatically triggered to adjust the movement state of the intervention first target object, so that the first target object can continue to perform the game task in the adjusted second state, so as to shorten the time used in the game task Duration, the purpose of improving the winning rate of the first target object in a game.
  • the electronic device for implementing the above object control method.
  • the electronic device includes a memory 1202 and a processor 1204.
  • the memory 1202 stores a computer
  • the processor 1204 is configured to execute the steps in any 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 target angle generated by the first target object during the execution of a combination of actions is detected, wherein the combination of actions includes execution in the same direction
  • the target angle is the angle between the advancing direction and the sliding direction of the first target object
  • the movement state of the first target object is adjusted from the first state to the second state, where the time taken by the first target object to complete the game task in the first state is greater than that of the first target object in the second state. The time it takes to complete the game task in the state.
  • the structure shown in FIG. 12 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 palm computer, and a mobile Internet device (Mobile Internet Devices, MID), PAD and other terminal devices.
  • FIG. 12 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. 12, or have a configuration different from that shown in FIG.
  • the memory 1202 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 1204 executes the software programs and modules stored in the memory 1202 by running the software programs and modules. This kind of functional application and data processing realizes the above-mentioned object control method.
  • the memory 1202 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 1202 may further include a memory remotely provided with respect to the processor 1204, and these remote memories may be connected to the terminal through a network.
  • the memory 1202 may specifically, but is not limited to, storing state adjustment instructions and related attribute information of the first target object, such as information such as state information.
  • the memory 1202 may include, but is not limited to, the detection unit 1102, the trigger unit 1104, the adjustment unit 1106, and the first control unit 1108 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 1206 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 1206 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
  • the transmission device 1206 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 1208 for displaying the first target object and the process of executing the game task; and a connection bus 1210 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 target angle generated by the first target object during the execution of a combination of actions is detected, wherein the combination of actions includes execution in the same direction
  • the target angle is the angle between the advancing direction and the sliding direction of the first target object
  • the movement state of the first target object is adjusted from the first state to the second state, where the time taken by the first target object to complete the game task in the first state is greater than that of the first target object in the second state. The time it takes to complete the game task in the state.
  • 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 embodiments of the present application also provide a computer program product including instructions, which when run on a computer, cause the computer to execute the method provided in the foregoing 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 can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • 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。该方法包括:在客户端控制的第一目标对象进行一局游戏任务的过程中,检测第一目标对象在执行一次动作组合的过程中所产生的目标角度(S302),动作组合中包括按照相同方向所执行的至少两次目标动作;在目标角度达到触发阈值的情况下,触发状态调整指令(S304);响应状态调整指令,将第一目标对象的移动状态从第一状态调整至第二状态(S306),其第一目标对象在第一状态下完成游戏任务所用时长,大于第一目标对象在第二状态下完成游戏任务所用时长。上述方法解决了由于操作复杂度较高导致控制时长增加的技术问题。

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05月17日提交中国专利局、申请号为201910413399.9、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
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。
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,以至少解决由于操作复杂度较高导致控制时长增加的技术问题。
根据本申请实施例的一个方面,提供了一种对象控制方法,所述方法由用户设备执行,所述方法包括:在客户端控制的第一目标对象进行一局游戏任务的过程中,检测上述第一目标对象在执行一次动作组合的过程中所产生的目标角度,其中,上述动作组合中包括按照相同方向所执行的至少两次目标动作,上述目标角度为上述第一目标对象的前进方向和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,自动触发状态调整指令,其中,上述状态调整指令用于指示调整上述第一目标对象的移动状态;响应上述状态调整指令,将上述第一目标对象的移动状态从第一状态调整至第二状态,其中,上述第一目标对象在上述第一状态下完成上述游戏任务所用时长,大于上述第一目标对象在上述第二状态下完成上述游戏任务所用时长。
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:检测单元,用于在客户端控制的第一目标对象进行一局游戏任务的过程中,检测上述第一目标对象在执行一次动作组合的过程中所产生的目标角度,其中,上述动作组合中包括按照相同方向所执行的至少两次目标动作,上述目标角度为上述第一目标对象的前进方向和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,触发状态调整指令,其中,上述状态调整指令用于指示调整上述第一目标对象的移动状态;调整单元,用于响应上述状态调整指令,将上述第一目标对象的移动状态从第一状态调整至第二状态,其中,上述第一目标对象在上述第一状态下完成上述游戏任务所用时长,大于上述第一目标对象在上述第二状态下完成上述游戏任务所用时长。
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又一方面,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对象控制方法。
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可选的对象控制方法的示意图;
图5是根据本申请实施例的另一种可选的对象控制方法的示意图;
图6是根据本申请实施例的又一种可选的对象控制方法的示意图;
图7是根据本申请实施例的又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又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另一种可选的对象控制方法的流程图;
图10是根据本申请实施例的又一种可选的对象控制方法的流程图;
图11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12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。
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第一目标对象执行对应的操作。存储器108用于存储上述操作指令及第一目标对象相关的属性信息,如属性信息可以包括但不限于:第一目标对象的移动状态。
在用户设备102中安装的客户端控制第一目标对象100进行一局游戏任务的过程中,如S102,通过人机交互屏幕102检测第一目标对象100在执行一次动作组合的过程中产生的目标角度(如图1所示人机交互界面中所呈现的控制按键118用于控制执行上述动作组合中的动作),该动作组合中包括按照相同方向执行至少两次目标动作,目标角度为上述第一目标对象100的前进方向和滑行方向之间夹角的角度。
进一步如S104,在处理器106检测到上述目标角度达到存储器108中存储的 触发阈值的情况下,触发用于调整第一目标对象100的移动状态的状态调整指令,并如S106,通过网络110将该状态调整指令发送给服务器112。服务器112中包括数据库114及处理引擎116。其中,数据库114用于存储第一状态及第二状态的状态信息,及移动状态与状态调整指令之间的映射关系,处理器引擎116用于根据接收到的状态调整指令,确定所要调整至的第二状态的状态信息。
然后,响应接收到的状态调整指令,服务器112中的处理引擎116将根据数据库114中存储的映射关系,执行S108,将第一目标对象100的移动状态从第一状态调整至第二状态。再执行S110,将该第二状态的状态信息通过网络110发送给用户设备102。进一步,用户设备102中的处理器106还可以可选的执行S112:控制第一目标对象100在上述第二状态下执行上述游戏任务。
此外,作为一种可选的实施方式,上述操作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通过处理器106执行S202-S206,如S202,通过人机交互屏幕102检测第一目标对象100在执行一次动作组合的过程中产生的目标角度(如图1所示人机交互界面中所呈现的控制按键118用于控制执行上述动作组合中的动作),该动作组合中包括按照相同方向执行所执行的至少两次目标动作,目标角度为上述第一目标对象100的前进方向和滑行方向之间夹角的角度。然后,如S204-S206,在检测到上述目标角度达到存储器108中存储的触发阈值的情况下,通过处理器106自动触发用于调整第一目标对象100的移动状态的状态调整指令,并响应该状态调整指令,将上述第一目标对象100的移动状态从第一状态调整至第二状态。其中,第一目标对象100在第一状态下完成游戏任务所用的第一时长,大于第一目标对象100在第二状态下完成游戏任务所用的第二时长。接着还可以可选的执行S208,控制第一目标对象100在上述第二状态下执行上述游戏任务。
需要说明的是,在本实施例中,在客户端控制的第一目标对象进行一局游戏任务的过程中,在检测到第一目标对象在执行上述动作组合的过程中所产生的目标角度达到触发阈值的情况下,来控制自动触发用于调整第一目标对象的移动状态的状态调整指令,以使得第一目标对象将移动状态调整至第二状态, 并在第二状态下执行游戏任务,而不再是在第一状态下执行游戏任务。从而达到缩短在游戏任务中对第一目标对象的控制时长的目的,以使得第一目标对象可以尽快完成上述游戏任务,提高在该游戏任务中的胜率,进而克服相关技术中由于操作复杂度较高导致控制时长的问题。
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计算机设备。上述仅是一种示例,本实施例中对此不作任何限定。
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,在客户端控制的第一目标对象进行一局游戏任务的过程中,检测第一目标对象在执行一次动作组合的过程中所产生的目标角度,其中,动作组合中包括按照相同方向所执行的至少两次目标动作,目标角度为第一目标对象的前进方向和第一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,触发状态调整指令,其中,状态调整指令用于指示调整第一目标对象的移动状态。
需要说明的是,本申请实施例并不限定触发状态调整指令的方式,例如可以包括自动触发方式和指示触发方式。
其中,自动触发方式是当确定目标角度达到触发阈值的情况下,自动触发状态调整指令。
通过自动触发方式,可以减少用户在控制第一目标对象进行游戏任务时的操作次数,
指示触发方式是根据检测到指定用户操作的情况下触发状态调整指令。例如当确定目标角度达到触发阈值的情况下,通过展示的虚拟控件提示用户,由用户自行决定触发的时机,当获取用户通过触控该虚拟控件所产生的指定用户操作时,触发状态调整指令。
通过指示触发方式,可以为用户提供自我选择是否切换第一目标对象移动状态的权力,发挥了用户的竞技水平,提高了用户的竞技体验。
为了便于说明,以下实施例中主要以自动触发的方式进行方案描述。
S306,响应状态调整指令,将第一目标对象的移动状态从第一状态调整至第二状态,其中,第一目标对象在第一状态下完成游戏任务所用时长,大于第 一目标对象在第二状态下完成游戏任务所用时长。
可选的,S308,控制第一目标对象在第二状态下进行游戏任务。
需要说明的是,上述图3所示方法步骤可以但不限于应用于图1所示操作控制系统中,通过用户设备102和服务器112之间的数据交互完成,也可以但不限于应用于图2所示用户设备102中,由用户设备102独立完成。上述仅是示例,本实施例中对此不作任何限定。
可选地,在本实施例中,上述对象控制方法可以但不限于应用于对游戏应用的客户端所控制的目标对象实现自动控制调整,以缩短在游戏任务中的控制时长的场景中。例如该游戏应用可以但不限于为竞速类游戏应用,上述目标对象可以但不限于为竞速类游戏应用中被各个玩家操控的虚拟对象,如虚拟角色、虚拟装备、虚拟车辆等。上述动作组合可以包括但不限于目标对象在通过游戏任务中设置的弯道时,按照相同方向所要执行的至少两次目标动作(下文也可称作“双甩”)。如至少两次向左漂移动作或至少两次向左漂移动作。上述仅是一种示例,本实施例中对此不作任何限定。
例如,假设上述游戏应用以竞速类游戏应用为例,在检测到客户端所控制的虚拟车辆向左执行两次漂移动作的过程中产生的目标角度达到触发阈值的情况下,将自动触发用于调整虚拟车辆的移动状态的状态调整指令,响应该状态调整指令,将虚拟车辆的移动状态从第一状态调整至第二状态,以控制虚拟车辆在第二状态下执行游戏任务,以缩短虚拟车辆在游戏任务中所用时长,提升该虚拟车辆在上述竞速类游戏任务中的胜率。本实施例中对此不作任何限定。
需要说明的是,在客户端控制的第一目标对象进行一局游戏任务的过程中,在检测到第一目标对象在执行上述动作组合的过程中所产生的目标角度达到触发阈值的情况下,触发用于调整第一目标对象的移动状态的状态调整指令,以使得第一目标对象将移动状态从第一状态调整至第二状态,并在第二状态下执行游戏任务,而不再是在第一状态下执行游戏任务。从而达到缩短在游戏任务中对第一目标对象的控制时长的目的,以使得第一目标对象可以尽快完成上述游戏任务,提高在该游戏任务中的胜率,进而克服相关技术中由于操作复杂度较高导致控制时长的问题。
可选地,在本实施例中,上述动作组合可以包括但不限于为第一目标对象 在通过游戏任务中所设置的特殊弯道时所要执行的至少两次目标动作。其中,上述特殊弯道可以包括但不限于转弯角度大于目标角度阈值的弯道,如U型弯道。
例如,在游戏任务的赛道中设置有如图4所示的U型弯道402,该U型弯道402的弯道角度α大于一定角度阈值β,可以但不限于控制第一目标对象执行向左连续漂移(如图4所示两条带箭头曲线分别用于指示执行了一次漂移动作)的漂移动作构成的动作组合。进一步,通过本实施例中提供的方法,在上述第一目标对象执行向左连续漂移的漂移动过的过程中,检测所产生的目标角度(如漂移角度)是否达到触发阈值,并在达到触发阈值的情况下,自动触发状态调整指令,以将上述第一目标对象从第一状态调整为用时更短的第二状态。
可选地,在本实施例中,上述移动状态可以但不限于用于指示第一目标对象在移动过程中所承受作用力的受力状态,其中,上述作用力包括用于驱动第一目标对象前进的前进动力,和/或,用于阻碍第一目标对象前进的摩擦力。也就是说,通过调整第一目标对象所承受的作用力,来达到调整用于控制第一目标对象执行游戏任务的控制时长的目的,例如,增加对第一目标对象的前进动力,和/或,减小对第一目标对象的摩擦力,从而使得第一目标对象可以更快速地完成在一局游戏任务中所设置的游戏赛道。
可选地,在本实施例中,上述控制第一目标对象在第二状态下执行游戏任务可以但不限于:控制第一目标对象在目标时间段内在上述第二状态下继续执行游戏任务。也就是说,以竞速类游戏应用中的虚拟车辆执行一局竞速任务为例,假设在一局竞速任务对应的竞速赛道中设置多个弯道,其中,多个弯道包括U型弯道。检测虚拟车辆在通过上述U型弯道时执行两次漂移动作的过程中所产生的漂移角度,在检测到该漂移角度达到触发阈值的情况下,自动触发状态调整指令,以调整虚拟车辆的移动状态至第二状态,如第二状态用于指示增加对虚拟车辆的前进动力,和/或,减小对虚拟车辆的摩擦力。进一步,响应上述状态调整指令,在目标时间段内控制虚拟车辆在上述第二状态下继续在竞速赛道中行驶。例如,在触发状态调整指令为t1时刻,则在第二状态下控制虚拟车辆继续行驶指示t2时刻。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,上述动作组合中的目标动作可以但不限于通过客户端的人机交互界面中所呈现的控制按键来实现。上述控制按键可以包括但不限于:用于控制第一目标对象的前进朝向的第一控制按键,及用于触发第一目标对象执行目标动作的第二控制按键。其中,在上述第一控制按键及第二控制按键同时处于长按操作状态下,将触发该目标对象执行一次目标动作。其中,第一控制按键可以但不限于为如图5所示的方向控制键,如“左方向按键”502和“右方向按键”504。而第二控制按键可以但不限于为如图5所示的触发控制键,如“漂移启动键”506。
此外,在本实施例中,上述目标角度可以但不限于为第一目标对象的前进方向和滑行方向之间夹角的角度,其中滑行方向可以但不限于为第一目标对象在执行目标动作过程中实际移动的方向。如图6示出了第一目标对象向左漂移时的前进方向602及滑行方向604,二者之间的角度为目标角度α。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7-8所示示例进行说明:
假设仍以竞速类游戏应用为例,在客户端控制的第一目标对象(如图所示为虚拟对象702)执行一局游戏任务的过程中,如图7(a)所示,检测到玩家对人机交互界面中的“左方向按键”和“漂移启动键”执行第一次长按操作,以控制虚拟对象702执行了第一次向左漂移。然后,如图7(b)所示,检测到玩家松开所有控制按键后,又再次对人机交互界面中的“左方向按键”和“漂移启动键”执行了第二次长按操作,以控制虚拟对象702执行了第二次向左漂移。则检测在上述连续向左漂移的漂移过程中,虚拟对象的前进方向和滑行方向二者之间夹角的目标角度,在检测到上述目标角度达到触发阈值的情况下,则自动触发状态调整指令,以将虚拟对象702的移动状态从第一状态调整至第二状态,如图7(c)所示,控制虚拟对象702在第二状态(例如,图7所示为增加前进动力后的加速状态)下执行竞速任务。
进一步,检测过程可以如图8所示,在上述连续向左漂移的漂移过程中,虚拟对象702将沿虚线箭头方向前进,但沿实线箭头方向会有滑行,检测二者之间夹角的目标角度α。在目标角度α达到触发阈值的情况下,自动触发对虚拟对象702的移动状态的调整过程。
此外,假设本实施例中的一次动作组合包括两次向左漂移动作,上述对象控制方法的控制逻辑的流程可以但不限于如图9所示:
如S902-S906:检测到对人机交互界面中的左方向按键和漂移启动键执行的长按操作所生成的第一操作指令,响应该第一操作指令控制第一目标对象执行第一次向左漂移动作。松开所有控制按键后,检测到对人机交互界面中的左方向按键和漂移启动键再次执行的长按操作所生成的第二操作指令,响应该第二操作指令控制第一目标对象执行第二次向左漂移动作。进一步,如S908,检测上述过程中所产生的目标角度是否达到触发阈值,若检测到上述目标角度未达到触发阈值的情况下,则返回S906继续控制执行漂移动作并检测目标角度。若检测到上述目标角度达到触发阈值的情况下,则执行S910-S914:触发状态调整指令,以将第一目标对象的移动状态从第一状态调整至第二状态,并控制该第一目标对象在第二状态下执行游戏任务。
通过本申请提供的实施例,在检测到第一目标对象在执行上述动作组合的过程中所产生的目标角度达到触发阈值的情况下,来控制自动触发用于调整第一目标对象的移动状态的状态调整指令,以使得第一目标对象将移动状态调整至第二状态,并在第二状态下执行游戏任务,而不再是在第一状态下执行游戏任务。从而达到缩短在游戏任务中对第一目标对象的控制时长的目的,以使得第一目标对象可以尽快完成上述游戏任务,提高在该游戏任务中的胜率,进而克服相关技术中由于操作复杂度较高导致控制时长的问题。
作为一种可选的方案,响应状态调整指令,将第一目标对象的移动状态从第一状态调整至第二状态包括:
S1,获取第一参数值,所述第一参数值为第一目标对象在第一状态下所承受作用力的数值;
S2,将第一参数值调整至第二参数值,所述第二参数值为所述第一目标对象在第二状态下所承受所述作用力的数值。
需要说明的是,在本实施例中,第一目标对象在游戏任务中所承受的作用力可以包括但不限于以下至少之一:用于驱动第一目标对象前进的前进动力,用于阻碍第一目标对象前进的摩擦力。对应的参数值可以包括但不限于:动力参数值、摩擦力参数值。上述仅是一种示例,本实施例中对此不作任何限定。
例如,如图10所示为第一目标对象所承受的作用力的受力分析。第一目标对象受到前进动力1002的驱动向前行驶,受到漂移动作产生的转向力1004的驱使向一侧产生侧滑,二者共同作用使得第一目标对象的实际移动方向为滑行方向1006。在第一目标对象行驶过程中产生摩擦力1008,其中,摩擦力1008在两个方向上的分力可以包括:用于阻碍第一目标对象前进的摩擦力分力1008-1,及用于阻碍第一目标对象侧滑的摩擦力分力1008-2。
可选地,在本实施例中,按照目标比例将第一参数值调整至与第二状态对应的第二参数值包括以下至少之一:
1)若所述作用力包括前进动力,所述第一参数值包括所述第一动力参数值,所述第二参数值包括所述第二动力参数值,按照第一目标比例将第一动力参数值增加为第二动力参数值;
2)若所述作用力包括摩擦力,所述第一参数值包括所述第一摩擦力参数值,所述第二参数值包括所述第二摩擦力参数值,按照第二目标比例将第一摩擦力参数值减小至第二摩擦力参数值。
也就是说,在本实施中,可以对第一目标对象的前进动力进行增加调整,或者,可以对第一目标对象的摩擦力进行减小调整,或者,还可以对对第一目标对象的前进动力进行增加调整,且对摩擦力进行减小调整。此外,上述用于调整前进动力的第一目标比例,和用于调整摩擦力的第二目标比例可以但不限于根据不同的实际场景设置为不同的取值,其中,第一目标比例可以等于第二目标比例,也可以不等于第二目标比例,二者之间的大小相对关系,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,增加前进动力(提升动力)可以为第一目标对象增加前进加速度,从而使第一目标对象前进的行驶速度更快,进而达到缩短第一目标对象在竞速任务中所用的时长。
此外,上述动作组合可以包括但不限于为漂移动作,而漂移动作的执行过程中常常会使得第一目标对象产生侧滑,从而增加产生碰撞失误的可能性。一旦发生碰撞失误,玩家往往需要花费更长的时间来调整第一目标对象,以使其恢复到正常的竞速任务运行过程。因而,在本实施例中,还可以但不限于通过减小摩擦力,以使得第一目标对象可以在执行漂移动作的过程中,可以更快速 地完成转向,缩短转向时长,进而达到缩短第一目标对象在竞速任务中所用的时长的目的。其中,需要说明的是,上述第二目标比例可以但不限于用于调整摩擦力系数,也可以但不限于用于调整摩擦力的取值。
具体结合以下示例进行说明:
假设按照第一目标比例a%对第一目标对象的前进动力进行调整:
F 1=F 0*(1+a%)
其中,a%为第一目标比例,且0<a%<100%,F 1为第二动力参数值,F 0为第一动力参数值。
假设按照第二目标比例b%对第一目标对象的摩擦力进行调整:
f 1=f 0*b%
其中,b%为第二目标比例,且0<b%<100%,f 1为第二摩擦力参数值,f 0为第一摩擦力参数值。
通过本申请提供的实施例,按照目标比例调整第一目标对象所承受的作用力对应的参数值,从而实现通过检测目标角度与触发阈值的关系,来自动触发调整第一目标对象的移动状态,以使该第一目标对象在调整后的第二状态所指示的作用力对应的参数值下,继续执行游戏任务,从而达到缩短第一目标对象在游戏任务中所用的控制时长,提高第一目标对象在竞速游戏任务中的获胜概率。
作为一种可选的方案,在按照目标比例将第一参数值调整至与第二状态对应的第二参数值之前,还包括:
S1,确定动作组合中目标动作被执行的次数;
S2,根据次数确定目标比例,其中,目标比例用于将所述第一参数值调整至所述第二参数值。可选的,目标比例可以与次数为正相关。
需要说明的是,在本实施例中,上述动作组合中包括的目标动作的次数可以但不限于大于等于2。其中,随着目标动作的次数的增加,可以但不限于也对应改变用于调整参数值的目标比例。目标动作执行的次数越多,表示当前弯道的完成难度越高,则可以但不限于将目标比例的取值对应调高,以使得第一目标对象可以尽快通过该复杂弯道。
例如,假设仍以上述图7所示示例进行说明,假设虚拟对象702执行一次动 作组合,该动作组合包括两次向左漂移动作,则在执行第二次向左漂移动作的过程中,检测到漂移角度α达到触发阈值(例如触发阈值为68o)的情况下,可以但不限于按照10%的比例调整增加虚拟对象的前进动力,和/或,按照10%的比例调整减小虚拟对象的摩擦力。
又例如,假设仍以上述图7所示示例进行说明,假设虚拟对象702执行一次动作组合,该动作组合包括三次向左漂移动作,则在执行第三次向左漂移动作的过程中,检测到漂移角度α达到触发阈值(例如触发阈值为68°)的情况下,可以但不限于按照15%的比例调整增加虚拟对象的前进动力,和/或,按照12%的比例调整减小虚拟对象的摩擦力。
也就是说,随着动作组合中包括的目标动作的执行的次数的增加,上述目标比例也可以随之进行调整改变,二者的调整趋势可以为正相关。但本实施例中对目标比例的具体调整数值不作任何限定。
通过本申请提供的实施例,根据动作组合中目标动作被执行的次数,来关联确定用于调整作用力的参数值的目标比例,以使得目标比例可以随目标动作被执行的次数联动调整。从而使得第一目标对象可以得到更加灵活地控制,提升目标对象完成游戏任务的灵活度。
作为一种可选的方案,控制第一目标对象在第二状态下执行游戏任务包括:
S1,确定状态调整指令的触发时刻;
S2,从触发时刻到目标时刻,控制第一目标对象在第二状态下进行游戏任务,其中,目标时刻根据执行动作组合的动作难度系数确定。
需要说明的是,上述目标时刻可以但不限于根据动作组合的动作难度系数确定。其中,该动作难度系数可以但不限于通过以下至少一种参数确定:动作组合中包括的目标动作的次数,执行动作组合时所要通过弯道的弯道角度等。当动作难度系数越大时,可以但不限于控制延长目标时刻。也就是说,当动作组合越难以完成时,则控制增加触发时刻到目标时刻之间的时长,以使得玩家有足够的时间调整,来尽快通过当前弯道,进而尽快完成当前一局游戏中的游戏任务。
具体结合以下示例进行说明:
假设仍以上述图7所示示例进行说明,虚拟对象702第二次执行漂移动作的 时刻为t0,在t0时刻检测到目标角度为65°,则需继续等待第二执行漂移动作后,被动漂移所带来的角度变化。进一步,假设到了t1时刻,目标角度正好达到触发阈值68°。则将t1时刻作为状态调整指令的触发时刻,从t1时刻起,控制调整第一目标对象的移动状态,并维持至目标时刻(如t2时刻)。其中,上述控制调整第一目标对象的移动状态可以包括但不限于:对虚拟对象702的前进动力提升a%,对虚拟对象702的摩擦力减少b%。
通过本申请提供的实施例,控制第一目标对象在触发时刻到目标时刻之间,在第二状态下执行游戏任务,以保证游戏任务运行的公平性。此外,根据动作组合的动作难度系数来确定目标时刻,还将进一步提升对第一目标对象控制的灵活性。
作为一种可选的方案,在所述游戏任务中除了具有第一目标对象,还具有第二目标对象。相应的,控制第一目标对象在第二状态下执行游戏任务包括:
S1,在第一目标对象处于第二状态下,且检测到第一目标对象与第二目标对象产生碰撞的情况下,控制第一目标对象对第二目标对象产生第一碰撞力,其中,第一碰撞力大于第二碰撞力,第二碰撞力为第一目标对象在第一状态下与所述第二目标对象产生碰撞时产生的碰撞力。
可选地,在本实施例中,通过调整第一目标对象的移动状态至第二状态,还可以改变第一目标对象与游戏任务中其他目标对象之间的碰撞力。也就是说,在检测到第一目标对象与游戏任务中的第二目标对象产生碰撞的情况下,则第二状态下的第一目标对象相对第一状态下的第一目标对象,将有更大的碰撞力来将前方挡路的第二目标对象撞开,使其移动至目标位置。其中,该目标位置可以但不限于根据碰撞点、碰撞方向及上述碰撞力共同确定。从而使得在游戏任务中的第二目标对象可以在被碰撞后移动到非当前赛道的其他位置,而不再妨碍当前赛道中第一目标对象的快速通过。
需要说明的是,上述第二状态下的第一目标对象的行驶速度在短期内得到大幅提升,基于动量守恒的原理,在目标对象之间的质量都不变的情况下,短期提升的行驶速度,就相当于为第一目标对象配置了一个较大的冲击力(即碰撞力)。从而实现在空间狭小的弯道中,不仅可以辅助第一目标对象实现快速过弯,而且在有第二目标对象在前方挡路的情况下,还可以利用上述第二状态 下产生的更强的碰撞力去与第二目标对象对抗,将其撞开。
通过本申请提供的实施例,在第一目标对象处于第二状态下,且检测到第一目标对象与游戏任务中的第二目标对象产生碰撞的情况下,则控制第一目标对象对第二目标对象产生第一碰撞力,以使妨碍第一目标对象完成游戏任务的第二目标对象被撞开。从而进一步使得第一目标对象可以在既定赛道中继续完成游戏任务,以避免第一目标对象由于碰撞而脱离赛道导致的浪费时间的问题。
作为一种可选的方案,客户端所呈现的人机交互界面中包括第一控制按键及第二控制按键。在检测第一目标对象在执行一次动作组合的过程中所产生的目标角度之前,还包括:
S1,获取对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第一目标对象的前进方向,第二控制按键用于触发第一目标对象执行目标动作;
S2,响应操作指令,控制第一目标对象执行至少两次目标动作。
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启动键。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目标动作,如漂移动作。在本实施例中,上述动作组合中执行的至少两次目标动作可以但不限于为按照相同方向连续执行的漂移动作。例如,上述动作组合可以为:长按左方向键和漂移启动键,触发第一次向左漂移动作,然后松开所有控制按键。接着,再次长按左方向键和漂移启动键,触发第二次向左漂移动作。以此类推。
通过本申请提供的实施例,通过对上述第一控制按键和第二控制按键的操作来实现上述动作组合,在检测到第一目标对象在执行上述动作组合的过程中产生的目标角度达到触发阈值的情况下,则自动触发状态调整指令,以调整干预第一目标对象的移动状态,从而使第一目标对象可以在调整后的第二状态下继续执行游戏任务,达到缩短在游戏任务中所用的时长,提高第一目标对象在一局游戏中的胜率的目的。
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对象控制方法的对象控制装置。如图11所示,该装置包括:
1)检测单元1102,用于在客户端控制的第一目标对象执行一局游戏任务的过程中,检测第一目标对象在进行一次动作组合的过程中所产生的目标角度,其中,动作组合中包括按照相同方向所执行的至少两次目标动作,目标角度为第一目标对象的前进方向和滑行方向之间夹角的角度;
2)触发单元1104,用于在目标角度达到触发阈值的情况下,触发状态调整指令,其中,状态调整指令用于指示调整第一目标对象的移动状态;
3)调整单元1106,用于响应状态调整指令,将第一目标对象的移动状态从第一状态调整至第二状态,其中,第一目标对象在第一状态下完成游戏任务所用时长,大于第一目标对象在第二状态下完成游戏任务所用时长;
4)可选的,还可以包括第一控制单元1108,用于控制第一目标对象在第二状态下执行游戏任务。
需要说明的是,上述图11所示装置可以但不限于应用于图1所示操作控制系统中的用户设备102和服务器112中,也可以但不限于位于图2所示用户设备102中。上述仅是示例,本实施例中对此不作任何限定。
可选地,在本实施例中,上述对象控制装置可以但不限于应用于对游戏应用的客户端所控制的目标对象实现自动控制调整,以缩短在游戏任务中的控制时长的场景中。例如该游戏应用可以但不限于为竞速类游戏应用,上述目标对象可以但不限于为竞速类游戏应用中被各个玩家操控的虚拟对象,如虚拟角色、虚拟装备、虚拟车辆等。上述动作组合可以包括但不限于目标对象在通过游戏任务中设置的弯道时,按照相同方向所要执行的至少两次目标动作(下文也可称作“双甩”)。如至少两次向左漂移动作或至少两次向左漂移动作。上述仅是一种示例,本实施例中对此不作任何限定。
例如,假设上述游戏应用以竞速类游戏应用为例,在检测到客户端所控制的虚拟车辆向左执行两次漂移动作的过程中产生的目标角度达到触发阈值的 情况下,将自动触发用于调整虚拟车辆的移动状态的状态调整指令,响应该状态调整指令,将虚拟车辆的移动状态从第一状态调整至第二装置,以控制虚拟车辆在第二状态下执行游戏任务,以缩短虚拟车辆在游戏任务中所用时长,提升该虚拟车辆在上述竞速类游戏任务中的胜率。本实施例中对此不作任何限定。
需要说明的是,在检测到第一目标对象在执行上述动作组合的过程中所产生的目标角度达到触发阈值的情况下,来控制自动触发用于调整第一目标对象的移动状态的状态调整指令,以使得第一目标对象将移动状态调整至第二状态,并在第二状态下执行游戏任务,而不再是在第一状态下执行游戏任务。从而达到缩短在游戏任务中对第一目标对象的控制时长的目的,以使得第一目标对象可以尽快完成上述游戏任务,提高在该游戏任务中的胜率,进而克服相关技术中由于操作复杂度较高导致控制时长的问题。
作为一种可选的方案,调整单元1106包括:
1)获取模块,用于获取第一参数值,所述第一参数值为第一目标对象在第一状态下所承受作用力的数值;
2)调整模块,用于将第一参数值调整至第二参数值,所述第二参数值为所述第一目标对象在第二状态下所承受该作用力的数值。
需要说明的是,在本实施例中,第一目标对象在游戏任务中所承受的作用力可以包括但不限于以下至少之一:用于驱动第一目标对象前进的前进动力,用于阻碍第一目标对象前进的摩擦力。对应的参数值可以包括但不限于:动力参数值、摩擦力参数值。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,调整模块包括以下至少之一:
(1)第一调整子模块,用于若所述作用力包括前进动力,所述第一参数值包括所述第一动力参数值,所述第二参数值包括所述第二动力参数值,按照第一目标比例将第一动力参数值增加为第二动力参数值;
(2)第二调整子模块,用于若所述作用力包括摩擦力,所述第一参数值包括所述第一摩擦力参数值,所述第二参数值包括所述第二摩擦力参数值,按照第二目标比例将第一摩擦力参数值减小至第二摩擦力参数值。
作为一种可选的方案,还包括:
1)第一确定模块,用于确定动作组合中目标动作被执行的次数;
2)第二确定模块,用于根据次数确定目标比例,其中,目标比例用于将所述第一参数值调整至所述第二参数值。
通过本申请提供的实施例,按照目标比例调整第一目标对象所承受的作用力对应的参数值,从而实现通过检测目标角度与触发阈值的关系,来自动触发调整第一目标对象的移动状态,以使该第一目标对象在调整后的第二状态所指示的作用力对应的参数值下,继续执行游戏任务,从而达到缩短第一目标对象在游戏任务中所用的控制时长,提高第一目标对象在竞速游戏任务中的获胜概率。
作为一种可选的方案,第一控制单元1108包括:
1)第三确定模块,用于确定状态调整指令的触发时刻;
2)第一控制模块,用于从触发时刻到目标时刻,控制第一目标对象在第二状态下进行游戏任务,其中,目标时刻根据执行动作组合的动作难度系数确定。
也就是说,随着动作组合中包括的目标动作的执行的次数的增加,上述目标比例也可以随之进行调整改变,二者的调整趋势为正相关。但本实施例中对目标比例的具体调整数值不作任何限定。
通过本申请提供的实施例,根据动作组合中目标动作被执行的次数,来关联确定用于调整作用力的参数值的目标比例,以使得目标比例可以随目标动作被执行的次数联动调整。从而使得第一目标对象可以得到更加灵活地控制,提升目标对象完成游戏任务的灵活度。
作为一种可选的方案,第二目标对象处于所述游戏任务中,第一控制单元1108包括:
1)第二控制模块,用于在第一目标对象处于第二状态下,且检测到第一目标对象与第二目标对象产生碰撞的情况下,控制第一目标对象对第二目标对象产生第一碰撞力,其中,第一碰撞力大于第二碰撞力,第二碰撞力为第一目标对象在第一状态下与所述第二目标对象产生碰撞时产生的碰撞力。
可选地,在本实施例中,通过调整第一目标对象的移动状态至第二状态,还可以改变第一目标对象与游戏任务中其他目标对象之间的碰撞力。也就是说,在检测到第一目标对象与游戏任务中的第二目标对象产生碰撞的情况下,则第 二状态下的第一目标对象相对第一状态下的第一目标对象,将有更大的碰撞力来将前方挡路的第二目标对象撞开,使其移动至目标位置。其中,该目标位置可以但不限于根据碰撞点、碰撞方向及上述碰撞力共同确定。从而使得在游戏任务中的第二目标对象可以在被碰撞后移动到非当前赛道的其他位置,而不再妨碍当前赛道中第一目标对象的快速通过。
通过本申请提供的实施例,在第一目标对象处于第二状态下,且检测到第一目标对象与游戏任务中的第二目标对象产生碰撞的情况下,则控制第一目标对象对第二目标对象产生第一碰撞力,以使妨碍第一目标对象完成游戏任务的第二目标对象被撞开。从而进一步使得第一目标对象可以在既定赛道中继续完成游戏任务,以避免第一目标对象由于碰撞而脱离赛道导致的浪费时间的问题。
作为一种可选的方案,客户端所呈现的人机交互界面中包括第一控制按键及第二控制按键。所述装置还包括:
1)获取单元,用于获取对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第一目标对象的前进方向,第二控制按键用于触发第一目标对象执行目标动作;
2)第二控制单元,用于响应操作指令,控制第一目标对象执行至少两次目标动作。
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启动键。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目标动作,如漂移动作。在本实施例中,上述动作组合中执行的至少两次目标动作可以但不限于为按照相同方向连续执行的漂移动作。例如,上述动作组合可以为:长按左方向键和漂移启动键,触发第一次向左漂移动作,然后松开所有控制按键。接着,再次长按左方向键和漂移启动键,触发第二次向左漂移动作。以此类推。
通过本申请提供的实施例,通过对上述第一控制按键和第二控制按键的操作来实现上述动作组合,在检测到第一目标对象在执行上述动作组合的过程中产生的目标角度达到触发阈值的情况下,则自动触发状态调整指令,以调整干预第一目标对象的移动状态,从而使第一目标对象可以在调整后的第二状态下 继续执行游戏任务,达到缩短在游戏任务中所用的时长,提高第一目标对象在一局游戏中的胜率的目的。
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12所示,该电子装置包括存储器1202和处理器1204,该存储器1202中存储有计算机程序,该处理器1204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,在客户端控制的第一目标对象进行一局游戏任务的过程中,检测第一目标对象在执行一次动作组合的过程中所产生的目标角度,其中,动作组合中包括按照相同方向所执行的至少两次目标动作,目标角度为第一目标对象的前进方向和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,触发状态调整指令,其中,状态调整指令用于指示调整第一目标对象的移动状态;
S3,响应状态调整指令,将第一目标对象的移动状态从第一状态调整至第二状态,其中,第一目标对象在第一状态下完成游戏任务所用时长,大于第一目标对象在第二状态下完成游戏任务所用时长。
可选地,本领域普通技术人员可以理解,图12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12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12中所示更多或者更少的组件(如网络接口等),或者具有与图12所示不同的配置。
其中,存储器1202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1204通过运行存储在存储器1202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1202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1202可进一步包括相对于处理器1204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1202具体可以但不限于用于存储状态调整指令,第一目标对象的相关属性信息,如状态信息等信息。作为一种示例,如图12所示,上述存储器1202中可以但不限于包括上述对象控制装置中的检测单元1102、触发单元1104、调整单元1106及第一控制单元1108。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1206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1206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1206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1208,用于显示第一目标对象及其执行游戏任务的过程;和连接总线1210,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:
S1,在客户端控制的第一目标对象进行一局游戏任务的过程中,检测第一目标对象在执行一次动作组合的过程中所产生的目标角度,其中,动作组合中包括按照相同方向所执行的至少两次目标动作,目标角度为第一目标对象的前进方向和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,触发状态调整指令,其中,状态调整指令用于指示调整第一目标对象的移动状态;
S3,响应状态调整指令,将第一目标对象的移动状态从第一状态调整至第 二状态,其中,第一目标对象在第一状态下完成游戏任务所用时长,大于第一目标对象在第二状态下完成游戏任务所用时长。
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。
本申请实施例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,使得计算机执行上述实施例提供的方法。
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,所述方法由用户设备执行,所述方法包括:
    在客户端控制的第一目标对象进行一局游戏任务的过程中,检测所述第一目标对象在执行一次动作组合的过程中所产生的目标角度,其中,所述动作组合中包括按照相同方向所执行的至少两次目标动作,所述目标角度为所述第一目标对象的前进方向和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,触发状态调整指令,其中,所述状态调整指令用于指示调整所述第一目标对象的移动状态;
    响应所述状态调整指令,将所述第一目标对象的移动状态从第一状态调整至第二状态,其中,所述第一目标对象在所述第一状态下完成所述游戏任务所用时长,大于所述第一目标对象在所述第二状态下完成所述游戏任务所用时长。
  2. 根据权利要求1所述的方法,所述响应所述状态调整指令,将所述第一目标对象的移动状态从第一状态调整至第二状态包括:
    获取第一参数值,所述第一参数值为所述第一目标对象在所述第一状态下所承受作用力的数值;
    将所述第一参数值调整至第二参数值,所述第二参数值为所述第一目标对象在所述第二状态下所承受所述作用力的数值。
  3. 根据权利要求2所述的方法,所述将所述第一参数值调整至第二参数值,包括以下至少之一:
    若所述作用力包括前进动力,所述第一参数值包括所述第一动力参数值,所述第二参数值包括所述第二动力参数值,按照第一目标比例将所述第一动力参数值增加为所述第二动力参数值;
    若所述作用力包括摩擦力,所述第一参数值包括所述第一摩擦力参数值,所述第二参数值包括所述第二摩擦力参数值,按照第二目标比例将所述第一摩擦力参数值减小至所述第二摩擦力参数值。
  4. 根据权利要求2所述的方法,在所述将所述第一参数值调整至与第二参数值之前,还包括:
    确定所述动作组合中所述目标动作被执行的次数;
    根据所述次数确定目标比例,其中,所述目标比例用于将所述第一参数值 调整至所述第二参数值。
  5. 根据权利要求1至4中任一项所述的方法,在所述响应所述状态调整指令,将所述第一目标对象的移动状态从第一状态调整至第二状态之后,所述方法还包括:
    控制所述第一目标对象在所述第二状态下进行所述游戏任务。
  6. 根据权利要求5所述的方法,所述控制所述第一目标对象在所述第二状态下执行所述游戏任务包括:
    确定所述状态调整指令的触发时刻;
    从所述触发时刻到目标时刻,控制所述第一目标对象在所述第二状态下进行所述游戏任务,其中,所述目标时刻根据执行所述动作组合的动作难度系数确定。
  7. 根据权利要求5所述的方法,第二目标对象处于所述游戏任务中,所述控制所述第一目标对象在所述第二状态下进行所述游戏任务包括:
    在所述第一目标对象处于所述第二状态下,且检测到所述第一目标对象与所述第二目标对象产生碰撞的情况下,控制所述第一目标对象对所述第二目标对象产生第一碰撞力,其中,所述第一碰撞力大于第二碰撞力,所述第二碰撞力为所述第一目标对象在所述第一状态下与所述第二目标对象产生碰撞时产生的碰撞力。
  8. 根据权利要求1至4中任一项所述的方法,所述客户端所呈现的人机交互界面中包括第一控制按键及第二控制按键,在所述检测所述第一目标对象在执行一次动作组合的过程中所产生的目标角度之前,还包括:
    获取对所述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第一目标对象的前进方向,所述第二控制按键用于触发所述第一目标对象执行所述目标动作;
    响应所述操作指令,控制所述第一目标对象执行至少两次所述目标动作。
  9. 一种对象控制装置,包括:
    检测单元,用于在客户端控制的第一目标对象进行一局游戏任务的过程中,检测所述第一目标对象在执行一次动作组合的过程中所产生的目标角度,其中,所述动作组合中包括按照相同方向所执行的至少两次目标动作,所述目标角度 为所述第一目标对象的前进方向和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,触发状态调整指令,其中,所述状态调整指令用于指示调整所述第一目标对象的移动状态;
    调整单元,用于响应所述状态调整指令,将所述第一目标对象的移动状态从第一状态调整至第二状态,其中,所述第一目标对象在所述第一状态下完成所述游戏任务所用时长,大于所述第一目标对象在所述第二状态下完成所述游戏任务所用时长。
  10. 根据权利要求9所述的装置,所述调整单元包括:
    获取模块,用于获取第一参数值,所述第一参数值为所述第一目标对象在所述第一状态下所承受作用力的数值;
    调整模块,用于将所述第一参数值调整至第二参数值,所述第二参数值为所述第一目标对象在所述第二状态下所承受所述作用力的数值。
  11. 根据权利要求10所述的装置,所述调整模块包括以下至少之一:
    第一调整子模块,用于若所述作用力包括前进动力,所述第一参数值包括所述第一动力参数值,所述第二参数值包括所述第二动力参数值,按照第一目标比例将所述第一动力参数值增加为所述第二动力参数值;
    第二调整子模块,用于若所述作用力包括摩擦力,所述第一参数值包括所述第一摩擦力参数值,所述第二参数值包括所述第二摩擦力参数值,按照第二目标比例将所述第一摩擦力参数值减小至所述第二摩擦力参数值。
  12. 根据权利要求10所述的装置,还包括:
    第一确定模块,用于确定所述动作组合中所述目标动作被执行的次数;
    第二确定模块,用于根据所述次数确定目标比例,其中,所述目标比例用于将所述第一参数值调整至所述第二参数值。
  13. 根据权利要求9至12中任一项所述的装置,所述装置还包括:
    第一控制单元,用于控制所述第一目标对象在所述第二状态下进行所述游戏任务。
  14. 根据权利要求13所述的装置,所述第一控制单元包括:
    第三确定模块,用于确定所述状态调整指令的触发时刻;
    第一控制模块,用于从所述触发时刻到目标时刻,控制所述第一目标对象 在所述第二状态下进行所述游戏任务,其中,所述目标时刻根据执行所述动作组合的动作难度系数确定。
  15. 根据权利要求13所述的装置,第二目标对象处于所述游戏任务中,所述第一控制单元包括:
    第二控制模块,用于在所述第一目标对象处于所述第二状态下,且检测到所述第一目标对象与所述第二目标对象产生碰撞的情况下,控制所述第一目标对象对所述第二目标对象产生第一碰撞力,其中,所述第一碰撞力大于第二碰撞力,所述第二碰撞力为所述第一目标对象在所述第一状态下与所述第二目标对象产生碰撞时产生的碰撞力。
  16. 根据权利要求9至12中任一项所述的装置,所述客户端所呈现的人机交互界面中包括第一控制按键及第二控制按键,还包括:
    获取单元,用于获取对所述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第一目标对象的前进方向,所述第二控制按键用于触发所述第一目标对象执行所述目标动作;
    第二控制单元,用于响应所述操作指令,控制所述第一目标对象执行至少两次所述目标动作。
  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,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1-8任意一项所述的方法。
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